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Randomized Maps in Team Fortress 2 Explained

Given the amount of time that gamers have been playing the original Team Fortress, it's no wonder that Valve has designed the upcoming Team Fortress 2 with longevity in mind. One aspect of that design process is map layout: a randomization algorithm will reconfigure the map every time a game is launched. The result will be a multiplayer game requiring much more than simple map memorization and sniper rifle spawn camping. The post on Computer and Videogames offers a video featuring project lead Robin Walker describing the complicated process of making every random map work well. "As for how the dynamic maps work in practice, that was hard to judge. The match we played on Hydro, the first map to use this special game mode, was enormous fun. But as extensive as our playtest was, they didn't let us play on the map for three years, and that's the kind of heavy use under which this system should flourish. What we did notice is that this is not just a Battlefield type system with some control points 'locked'. When a point is not in play, routes to that section of the map are physically blocked off, so the physical shape of the map is different for every combination of points. That forces you to revise your mental picture of the map, and see it as fresh again."

133 comments

  1. Nice by Mephistophocles · · Score: 3, Insightful

    That's been a long time in coming. Halo 3 multi-player developers take note...

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    1. Re:Nice by HappySqurriel · · Score: 4, Interesting

      That's been a long time in coming. Halo 3 multi-player developers take note...


      I don't think I'm particularly unique, but I have been thinking about this since Unreal Tournament was released ...

      If you designed a (very) large level with 4 or 8 seperate paths/areas then your level could be (somewhat) randomized or load balanced (depending on the number of players on the server) to maintain the fun. I could be wrong but I have always thought that when small levels become overcrowded, or large levels have too few players, the game is simply not fun ...
    2. Re:Nice by Mephistophocles · · Score: 3, Interesting

      Interesting suggestion - in fact, that creates the possibility of a middle-of-the-road approach to this - so that you're not just randomizing maps to get rid of campers. In other words, you do get rid of the camper problem and create some diversity to the map so that it doesn't get boring, but it's still possible to develop a good, powerful strategy for how to play it.

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    3. Re:Nice by aichpvee · · Score: 1

      Flamebait? I don't get it, mods! I'm a self-described Valve-hater and even I've got to give props here. Maybe not the most original of ideas, but it is a VERY good one and I haven't seen anyone else do it before. And even if I had, it's still a good feature and I'd have to give props to the Halo team if they were to include it as well, even though I also hate that game.

      So feel free to -flamebait me too, at least I kind of deserve it. All I'm trying to say is +10 Valve on this one. And now I have to go shower because I feel dirty.

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    4. Re:Nice by Hatta · · Score: 2, Insightful

      We've had random maps in Nethack since forever.

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    5. Re:Nice by MetalliQaZ · · Score: 3, Interesting

      Soldier of Fortune 2 had randomized multiplayer maps many years ago.

      -d

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    6. Re:Nice by twistedsymphony · · Score: 3, Interesting

      You know what's funny. Perfect Dark Zero does exactly that... it's just too bad the gameplay in that game is so kludgey that it's not worth playing, even with all of the ridiculously cool and unique features that game has to offer.

    7. Re:Nice by bigman2003 · · Score: 1

      The only problem I had with Perfect Dark Zero is that the maps would go from 'too big' to 'enormous' with just a few people added.

      Great concept, but as you said, flawed execution.

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    8. Re:Nice by FortKnox · · Score: 1

      BattleField 2 does this. If the map has 32 players, its smaller, but if it has like 64 players, its giant. The maps are pretty big to begin with, honestly (there are vehicles from tanks to jets, so the maps, even small, are pretty large), but they can get giant if there are a ton of people on...

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  2. I never understood. by CastrTroy · · Score: 4, Insightful

    I never understood why they had specific places where the player respawned. While you'd want to ensure that you didn't respawn someone right above a hole, it makes more sense to just respawn the player in a random location. Except in CTF where the player should always be spawned at their base.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    1. Re:I never understood. by Nos. · · Score: 1, Interesting

      A lot of the FPS out there today our team oriented, or at least try to be. That means you want to spawn your players nearby, or behind their own team. Spawning at a random place on the map makes it a very solo kind of experience. If its a pure deathmatch, that might work fine.

      Of course several games I've place, including TFC and DoD have both had moving spawn points. If you capture a point, your spawn point moves forward, helping you advance farther in the map. I usually really enjoy those maps. It gives you a sort of in-between win. You haven't won the round, but you've pushed far enough ahead to get more reinforcements (so to speak).

    2. Re:I never understood. by CastrTroy · · Score: 2, Interesting

      Also, I don't understand why health packs and weapons show up the same place every time. There should be a certain number of each item, with their location being random. It would make the game a lot more fair to those who haven't memorized the maps.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re:I never understood. by xenocide2 · · Score: 1

      The obvious answer is because it's easy.

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    4. Re:I never understood. by Anonymous Coward · · Score: 0

      The idea is to respawn somewhere where you're not going to die immediately. Also random respawning means people will randomly appear closer to the capture points... or even behind an enemies advanced position. Not cool.

    5. Re:I never understood. by LehiNephi · · Score: 4, Interesting

      Specific weapon and other item spawns are important for a few reasons. First, when you spawn and need a weapon, it's good to know where you can get one. It's no fun running around a map looking for a weapon while those who already have weapons try to snipe you. The same goes for health packs when you're hurt. Second, in many FPS games, well-placed weapon/ammo/shield/health spawns actually become a part of the strategy, particularly in deathmatch mode. I've never seen it personally, but apparently when there are multiple high-level players on the same map, they will often converge on (for example) the location of a shield pickup just as it is respawning. Third, a consistent map allows players to "get to know" it better. You learn where the good camping sites are, where a good hiding spot is, how to get from point A to point B fastest, etc. Yes, noobs won't know where everything is at first, but they'll learn quickly. That *won't* happen if the map is different every time.

      Some measure of randomness in a map, as this story illustrates, can add to the dynamic nature of a game. Blocking some paths and opening others on a given map can force a different strategy on a player or team without throwing them into an entirely alien environment. In other words, it forces adaptation while maintaining familiarity.

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    6. Re:I never understood. by CastrTroy · · Score: 1

      These strategies involving item respawning aren't really testing pure skill in the game, they're actually testing your ability to memorize things. The fact that a bunch of players all converge on a single spot right when some item is about to appear shows this. It's like rock climbing contests where you know the exact position of the holds before you have to climb.

      --

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    7. Re:I never understood. by Das+Modell · · Score: 1

      Item placement determines how the map is played. In Quake, the rocket launcher is the most important weapon, so the team that controls the map's rocket launcher(s) has a great advantage. If the enemy can't get their hands on RLs, they're badly outgunned.

      Claustrophobopolis (dm2): there are two rocket launchers, and one of them can only be accessed through a teleporter (unless you already have a RL, then you can rocket jump instead). The other rocket launcher is in the middle of a room elsewhere. If a team can prevent the enemy from using the teleporter or reaching the other rocket launcher, they win. It's a small map, and one of the chokepoints controls access to not just the teleporter, but also one of the corridors into the rocket launcher room, as well as red armor (the best armor in the game). So, the map's strategy is all about controlling the items.

      There are also other considerations. If you place a rocket launcher somewhere but don't include ammo, it's much harder to camp the spot because you'll have to get ammo from somewhere else. And so on.

    8. Re:I never understood. by Endo13 · · Score: 1

      That doesn't mean what you think it means. When you so casually throw out "pure skill" what you really mean is pure twitch skill and reflex. Memorization is skill; planning out your strategy based on what you know will happen is also skill. I have a feeling quite a few accomplished Chess players would strongly disagree with your assertions.

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    9. Re:I never understood. by CastrTroy · · Score: 1

      If chess players would disagree, then why was there complaints when Kasparov lost to Deep Blue, because they had programmed every game that Kasparov had ever played into the machine. If chess really is about memorizing your opponents moves, and which moves to make on different board configurations ,then Deep Blue really was the best chess player ever. However, I think it's a little bit of a fallacy to say that memorization of a map means that you are good at a game. Just like saying that memorization of facts makes you intelligent.

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    10. Re:I never understood. by Anonymous Coward · · Score: 0

      "It's like rock climbing contests where you know the exact position of the holds before you have to climb."

      Exactly. What fun is a climbing contest when you randomly give one guy a sheer obsidian wall, and the other guy ends up with a 45-degree staircase?

      How "fun" or "fair" is it if you randomly spawn the super-railgun-of-doom directly in front of player A? However, always re-spawning the same railgun on the end of an exposed plank in the middle of the map can lead to lots of interesting strategies, as well as being perfectly fair.

    11. Re:I never understood. by Marc_Hawke · · Score: 1

      This is what made TF different from CTF. It wasn't just that something always spawns in the same place. The point is that you have a base. You have a barracks. You have an armory. You start in the barracks. You get your weapons from the armory.

      It doesn't make sense in the 'base' mentality to have all the stuff spread randomly around the level.

      Also, TF was never just 'deathmatch with flags' like CTF was. It was about specific classes with specific abilities doing specific jobs. It's not about who can stumble upon the best weapon. It's about knowing your class, and playing it.

      I'd imagine the only reason that everyone doesn't just start out fully loaded is so there is a certain possibility of vulnerability. If you kill someone and it just means that they spawn right next to you fully-loaded, then it's not a good idea to kill them. However, if they start with just partial armor and empty magazines, then the attacker has still got a fighting chance.

      One of the choices of the map makers were to have 'infinite supply' packs where people could always get a full charge, or just a pile of packs and ammo where sometimes there wasn't anything left when you spawned. Once again, this is a balancing issue since the defense gets free health when they die. If your attacking force kills their whole defense...then they will be short on supplies.

      TF isn't just another flavor of CTF. It was a completely different breed with different strategies and skills.

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    12. Re:I never understood. by Endo13 · · Score: 1

      If chess players would disagree, then why was there complaints when Kasparov lost to Deep Blue, because they had programmed every game that Kasparov had ever played into the machine. Really, do I even need to answer this?? Kasparov had played many computer games, thus the computer had a long history of Kasparov's playing patterns to look through. Gary meanwhile did not have a history of the computer's playing patterns since it had not played any games before.

      However, I think it's a little bit of a fallacy to say that memorization of a map means that you are good at a game. Wrong. It's not a fallacy if memorization of a map is part of the game. In fact there's many games that require only the skill of memorization, including one called (surprise!) "Memory". Some people prefer being able to memorize a map in a FPS and gain an advantage from it. Some people prefer it not be an option. This does not necessarily mean one person's preferred game-play is better than the other's, but both definitely do require skill.

      Just like saying that memorization of facts makes you intelligent. No. No, it's not the same thing at all. That's worse than the typical car analogies that run rampant here on /.
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    13. Re:I never understood. by Endo13 · · Score: 2, Informative

      Correction: Deep Blue had played Chess games before, Kasparov simply was not allowed to review them.

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    14. Re:I never understood. by vertinox · · Score: 1

      Specific weapon and other item spawns are important for a few reasons. First, when you spawn and need a weapon, it's good to know where you can get one. It's no fun running around a map looking for a weapon while those who already have weapons try to snipe you.

      Technically, if the map was random then everyone would be looking for a weapon and not just you.

      That is the point of it being random. When I play online games I usually play games that don't have health packs and weapon pickups as far as realism (I prefer Red Orchestra for a WWII sim) and I will have to admit that I can't play well until I know a map.

      But in reality, most of the time when people are fighting in a real war they have none of this benefit of having to fight in a place familiar to either side most of the time. The only way to simulate this in a game like Team Fortress would be random maps.

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    15. Re:I never understood. by vertinox · · Score: 1

      When you so casually throw out "pure skill" what you really mean is pure twitch skill and reflex. Memorization is skill; planning out your strategy based on what you know will happen is also skill.

      Again, I'll harp about my favorite genre with FPS games with the hard core realism in which skill does count.

      Take Red Orchestra for example. I keep harping on it because it is realistically painful. Historical imbalances have been added to the game to make it close to the real thing as possible.

      You have to deal with gun recoil, fatigue, bullet drop, manually reload with your bolt weapons, and also tanks with realistic amror.

      You have to know that a Kar98K rifle has a particle range and you have to know how to lead the target. Of course an German rifleman's skill with being a twitch shooter is no good when he has to reload facing a charge by a Soviet with a submachine gun.

      And then you have tanks of various power and types which you have to remember how to play. (Panther tank's weak to the side... Tiger's are slow to turn their turrets and the Stalin tanks take way too long to reload... Most of tank combat involves guessing the range and knowing if your enemy can kill you first because he can reload faster which is why if you are a Stalin tank that you should move as soon as you should because the enemy can usually get 2 shots off before you reload the next time if you happened to miss)

      Now if they had random maps in RO it would require the player to study objective maps a bit better since no one would know where they were, but due to the maps complexity in RO I seriously doubt they would have pull this off if they tried a new engine.

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    16. Re:I never understood. by HAKdragon · · Score: 2, Interesting

      I liked the approach that Battlefield 2 took to spawning. If you were a member of a squad, your squad leader acted as a mobile spawn point You always spawn with your squad mates, assuming that 1)your squad leader is alive and 2)your squad leader is isn't in a tightly packed vehicle. (Having a squad leader in a jeep or attack plane/helicopter for any length of time is annoying)

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    17. Re:I never understood. by satoshi1 · · Score: 1

      Tribes 2 for the PC and Tribes: Aerial Assault for the PS2 (unsure about Tribes 1 or Tribes Vengeance) use what is called a Spawn Sphere that encircles the teams base or a specific area of the map. What this spawn sphere does is guarantee a semi-random spawn point as well as ensure that no one accidentally spawn kills another player. It is a very neat concept that not too many games use these days.

    18. Re:I never understood. by Endo13 · · Score: 1

      I'm right there with you. I love Red Orchestra as well. Every time I play a game like CS or DoD I have to wonder how on earth they can call their system "recoil"... and then I remember that they're trying to make it as newbie-friendly as possible. Ugh. I'll take the realism of RO any day thanks.

      Have to agree with you on the maps too. Given that the specific layout of the map is part of the balance between sides, I think it would be fairly difficult to randomize the maps in it.

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    19. Re:I never understood. by KDR_11k · · Score: 1

      Technically, if the map was random then everyone would be looking for a weapon and not just you.

      Presumably this is at a point in the game where everyone has found quite a few weapons already and some died and lost them again. Not fun for the respawning player.

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  3. Sad Face by spykemail · · Score: 2, Insightful

    Am I the only one that hates randomly generated maps? I know the concept is becoming popular, and I certainly don't like campers any more than the next guy, but I find it really just not fun to play on a map that constantly changes.

    1. Re:Sad Face by Remus+Shepherd · · Score: 1

      I love the idea of randomly generated maps. Still dreaming of a 3D FPS version of Nethack.

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    2. Re:Sad Face by Tofystedeth · · Score: 1

      Too bad for you I trained my pet cat to camp spawn points. So unless you spawn on an elbereth I'm good to go.

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    3. Re:Sad Face by EggyToast · · Score: 2, Interesting

      I don't hate them, but I do know that part of the fun of really getting into a game is knowing where you have to go on a map, what routes are best for certain activities, and what you have to watch out for.

      If the map changes too much, each team is left spending the first few minutes of a match figuring out what's different and how that affects any strategies. For deathmatch, whoever spawns closest to the "best weapons" has an advantage until people figure out what's different.

      I can understand some randomization being a good thing. It's more fun if a team can't just lock down a part of a map that has all of the "goodies" and simply wait for things to respawn. Similarly, good randomization would keep a map generally the same, but with a general change that's easy to grasp -- such as a rectangular map "bending" more, or a round map distorting into different shapes. Things like randomizing tunnel in/outs or doorway locations, though, just leads to confusion, and confusion leads to unhappy players.

    4. Re:Sad Face by b00tleg · · Score: 0

      Well - didn't they say its a game mode? As in people who want randomly generated maps can play that mode while others (like myself) will play 2fort4 until our mouse wears out.

    5. Re:Sad Face by pragma_x · · Score: 1

      I for one welcome the change.

      TF Classic went from "team deathmatch and CTF" to "team know-your-position-and-run-the-map deathmatch and CTF". And it wasn't just TF - that's pretty much symptomatic of any team based FPS you can think of. Sooner or later, a team emerges that has "running the map" as a key component of victory; then everyone else has to follow suit in order to win.

      If I'm playing an FPS, I expect the advantage to be handed to those with good FPS skills: reflexes, ammo management, aiming, stealth, improvisation, and guts. In a team game, I'd expect communication, coordination, wise use of intel and plain 'ol team-work to decide a victor in a match - not who practiced the most on controlling the key points on "2fort4". Randomizing the map is pretty much the only way to make sure that these skills prevail for the forseeable future on any given set of maps.

    6. Re:Sad Face by 4D6963 · · Score: 1

      Still dreaming of a 3D FPS version of Nethack.

      Well actually I can think of a game that has quite some similarities with Nethack (although more maze-ish) and that's in first person 3D and that is almost a shooter (in that sometimes you can shoot and throw stuff). It's called Scarab of Ra, and works great on Mini vMac (a Macintosh Plus emulator)

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    7. Re:Sad Face by hereticia · · Score: 1

      Where I work, we use a program that randomly generates COD2 maps called cod2gen http://cod2gen.blogspot.com/. We play every day at lunch and at usually at 5pm. Our experience is that a single randomly generated "map of the day" is sufficient and entertaining, then after 3 or 4 rounds, we always return to a time-tested favorite like Toujane or Matmata for a round or two. The random maps keep the game fresh and surprising but lack some of the qualities that make those manually constructed maps "classics".

      Full disclosure: I wrote the cod2gen program, so obviously I'm a bit biased as to its usefulness. But the other half dozen guys that work with me seem to like playing the random maps, too.

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    8. Re:Sad Face by Mythrix · · Score: 1

      It's not really a problem. Make randomized maps an option rather than the only alternative, just like CTF and other modes are options in a multiplayer FPS. The players will figure out what modes they prefer after that.

    9. Re:Sad Face by RovingSlug · · Score: 1

      I think truly randomly generated maps are great. Doom (Doom 1) had a random map generator that would randomly create the map then randomly place power ups. No, the maps were not perfectly balanced, but then, that was the point: to find and exploit sensitive areas for that round, before moving on to the next randomly generated map. It was great fun for deathmatch.

  4. Is it me by Bloke+down+the+pub · · Score: 1

    Is it me, or was that (including the video clip) not really much of an explanation?

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  5. Racing games beat you to the punch by SQLGuru · · Score: 2, Insightful

    Is it just me, (and no, I didn't RTFA) but does the brief summary seem to indicate they are doing basically the same thing that racing games do to reuse a track (but with a little randomness instead of being "fixed"). For example, in the NFS series, when you go around a track during level 1, there is a concrete wall that blocks of a portion of a track. Then, in level 2, you get the same location, but the concrete wall is moved so that you can travel down that piece of the track.

    Still cool. But not as much memorization as they imply.....

    Layne

    1. Re:Racing games beat you to the punch by CastrTroy · · Score: 1

      I hate how they do this for NFS. It lets them say stuff like, "we have 40 maps" when really they only have 8 maps, each with 5 different routes with 75% of the route being the same for any 2 routes on the same map.

      --

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    2. Re:Racing games beat you to the punch by Kelbear · · Score: 1

      I believe there was a CS map that did something similar. (havana?)

      Every fresh round, it'd pick one of 3 routes through the map to unlock so that the hotspots moved. I don't know if it was random though, because it seems everybody else managed to find the unlocked area perfectly:P

  6. Interesting... by kinglink · · Score: 1

    I've always liked the idea of the game actively playing against you in some fashion in some sort of "third team" situation. I'd like the idea of an on the fly map change as if some spectators were judging you. For instance if your team is up by 30 points maybe your base gets worse vantage points, maybe the other team gets extra spawn points, or so on. Sort of a way to balance the game as you play a single map. And even better every time you are down by 30 points a different "mutator" if you'll allow me to use UT termonology is applied. Maybe the other team slows down to taunt, maybe the other team gets weaker weapons, maybe you're weapons just get more powerful. Different locations, different level design. Essentially you're world will change randomly as if some overlord is toying with you.

    That being said that's a hard proposal.

    On the other hand this sounds great as well, creating a new challenge, and longevity that most games seem to lack as well as keeping with the old tried and true gameplay, which a lot of games ignore (seriously Capture the flag should be in all these games, even if you make 5 new modes, why isn't CTF and deathmatch and team deathmatch not mandatory?)

    1. Re:Interesting... by theantipop · · Score: 2, Insightful

      I hate systems that handicap success. They also tend to lead to no team winning ever, which is even less fun than getting stomped by a stacked team. If one team works together better, has better players, or is just plain lucky they deserve to win. Arbitrarily bolstering a weaker opponent provides goes against the very nature of competition.

    2. Re:Interesting... by EggyToast · · Score: 1

      Depends on the winning condition, if you ask me. If a game is timed, and each round will always take X minutes, then assisting the loser should provide a greater challenge for the leader while evening things out, which should lead to a more interesting game. Since the win condition is to simply be better at the end of X minutes, making the most of that time should be worthwhile.

      On the other hand, if it's the first to, say, 3 flags, a handicap that allows a losing team to walk faster or get better weapons completely defeats the point. If a strong team stomps a weak one, the game is over quickly and there's a good metric.

      Ultimately, though, I think it would make the most sense to just do both. Just like the random map thing -- have static maps, and then also have random variations for those who want it. Have a handicap system for those who prefer it, and have a "straight up" version to let skill and luck shine above all else. Some game systems work well with handicaps and make team play worthwhile. Others just make the game longer (like monopoly home rules).

    3. Re:Interesting... by Anonymous Coward · · Score: 0

      "seriously Capture the flag should be in all these games, even if you make 5 new modes, why isn't CTF and deathmatch and team deathmatch not mandatory?"

      Well, a good developer will devote a lot of testing resources to each mode they include, not just debugging but also playtesting and balancing to try and make them fun. Going the extra mile and programming bots for those modes can also be a significant use of resources. Adding extra modes simply makes development more expensive.
      Secondly, with a lot of games the weapons and maps just aren't suited to those modes. Imagine playing deathmatch in Battlefield 2, with its huge maps and focus on multi-user vehicles. It would totally suck.
      Finally, why bother adding, say, CTF when you aren't going to be as good as Quake 3/UT? Most games that do add it usually fail on this point and so people ignore that mode, making it a waste of time.

      However, one thing that makes PC gaming awesome is mods. If someone has reasons for wanting to play Counter-Strike CTF despite the fact it wouldn't work very well, then I hope that some unofficial mod lets them.

    4. Re:Interesting... by kinglink · · Score: 1

      How is counter-strike hostage or assassination different than CTF? it's one sided but it's the same exact thing. I'm not saying have the SAME flag and same style, but some idea in guarding a base and obtaining a goal is a good idea. The idea behind it is these are freaking SIMPLE to do, take a month of time at the most and normally are done to prove that your multiplayer are done.

      Battlefield 2 would be great with team deathmatch, solo deathmatch probably not as much but a smaller map would work or a solo King of the hill style game would prove the same levels as solo deathmatch. Then again Battlefield did good on their own.

      I'm more talking about games like Gears of war, it's popular but it's dull they originally gave us 3 versions of deathmatch and now are giving us a objective based mode finally. I've seen a couple games that think deathmatch is unneeded (I work at a company considering it) or deathmatch is all you need (I've seen that in a lot of games).

      If you're going to do online at the very least do the three modes I suggested, but for gods sake make something unique if you're willing.

    5. Re:Interesting... by bbcisdabomb · · Score: 1

      Also depends on the game and handicap style. In Science&Industry, the losing team gets slightly more powerful. Not much, but it helps keep games exciting.

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  7. TF2 RL by beef623 · · Score: 4, Funny

    Sounds like a great idea to me but I have one question. Can I have an @ for my player mesh?

  8. Ranodomized maps by iminplaya · · Score: 2, Funny

    That's a good way to avoid being labeled a terrorist for drawing the "wrong" kind of map that might resemble a school or government installation.

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    1. Re:Ranodomized maps by Chris+Burke · · Score: 1

      I worry it could actually get me in trouble if the randomly generated map resembles the white house, and the random seed says "i love bin laden" in ASCII.

      --

      The enemies of Democracy are
  9. Former Vaporware by GustoGaiden · · Score: 1

    It makes me so incredibly happy that Team Fortress 2, a game I had written off as dead, is now more exciting than before it dropped off the radar. I guess it is barely the same game though. I think calling it Random Level design is a bit misleading though. It sounds like the next control point you push towards is chosen randomly, and the rest of the level is locked off. I'm sure people have been thinking about this type of game mode for a while. Heck TFC had most of the elements, just not put together into one map. However, to pull this off well, it is going to require some heavy level design.

    1. Re:Former Vaporware by AutopsyReport · · Score: 1

      It still is vaporware. In August 2006, we saw a trailer for the first time in years. But remember that we also witnessed a trailer back in 98/99. We waited six or so years to see something more, and all we got was another trailer. And now its been almost a full year since the last release and there's nothing new to see/talk about! The game is as dead to me (and it should be for most other people) as it was eight years ago until it's on the shelves!

      --

      For he today that sheds his blood with me shall be my brother.

    2. Re:Former Vaporware by heinousjay · · Score: 1

      I understand the bit where the game is dead to you, but why is your opinion so important that most people should share it? A little more perspective, please.

      --
      Slashdot - where whining about luck is the new way to make the world you want.
    3. Re:Former Vaporware by AutopsyReport · · Score: 1

      Most people do share my opinion. It's been almost ten years since it was announced, and the only tangible pieces the public has seen are some sound files, code bits, pictures, and trailers. I am not in a minority thinking that TF2 is vaporware.

      You're either a new TF2 fan and haven't been clinging around for ten years, or you're just a fanatic. Either way, you trying to argue this is a bit ridiculous. Ten years with very little to show for it: that's my perspective.

      --

      For he today that sheds his blood with me shall be my brother.

  10. Dumbing down of FPSs by Mprx · · Score: 5, Interesting

    This is part of the ongoing trend to reduce the advantage of skill and make outcomes more random.

    The elements of skill at FPSs:
    1. Twitch
    2. Map control
    3. Enemy prediction
    4. Self unpredictability

    Twitch is pretty much dead now that FPSs are designed for consoles, and usually running at 30fps. Success at twitch requires good genetics (fast reaction time is critical), and obsessive training (so it can become subconscious, if you have to think you'll be to slow), so understandably it is not popular with all gamers. Therefore the game designers add autoaim and weapon spread to make it less important.

    Map control requires great memorization and 3d visualization skills. You need to know where every chokepoint, every item spawn, every enemy spawn is, and be able to instantly visualize every route between any two arbitrary points on the map. This isn't so limited by genetics, but if still requires a lot of effort, and again repels the "casual" gamers. Randomizing the maps makes this skill less important.

    At the tactical level, enemy prediction and self unpredictability are closely related to map control. There's a constant tension between needing to control the map and avoiding predictable behavior. Things like knowing high traffic areas to fire a rocket into without looking, and knowing where an enemy is most likely to appear after seeing them briefly all depend on map knowledge. These last two skills are not completely eliminated by random maps, only reduced to skill at highly local movement.

    Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement.

    1. Re:Dumbing down of FPSs by dmwst30 · · Score: 5, Insightful

      Imagine that, playing a game for fun instead of as a "sport". What is the world coming to?

    2. Re:Dumbing down of FPSs by Anonymous Coward · · Score: 1, Insightful

      Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement.

      I disagree. Map randomization makes scouting useful. Without it, memorization of the map and various points on it is the key to victory, as you have pointed out. By randomizing the map, though, the game becomes more about analyzing the terrain situation and working out the best strategy for it in real time. One skill (rote memorization) is replaced with another (analytical thinking under pressure).

      That said, I would like to see (one of these days) an FPS designed from the ground up as a competitive sport, with no extraneous "amusements." More Super Bowl, less Blood Bowl. Just to see what it looks like.

    3. Re:Dumbing down of FPSs by skobar · · Score: 5, Insightful

      exactly! Too many people see changes to their beloved FPS games as something bad for competition. They are so used to play 1 way that they don't want to try a new way. I wonder if those people are even having fun anymore.. Every time they get kill they need to break something because of the frustration. (Like a mouse or a keyboard)

    4. Re:Dumbing down of FPSs by theantipop · · Score: 1

      Thank you for verbalizing everything I thought when I read the "article". I think the reason TF had such longevity in the first place was the extreme familiarity players had with the game and it's maps. Valve carried this tradition faithfully by copying original TF maps in TFC. Sure they added their own fun maps later on, but the community stayed in part thanks to the timeless classics. We had gobs of player made maps to fulfill that need for new content. Randomizing maps is best left to the realm of strategy games where environmental discovery and adapting to new tactical situations are the name of the game. It's sad, really, the more I read about TF2. They might as well have spawned some other brand. It helps that I have Fortress Forever to hope on, though.

    5. Re:Dumbing down of FPSs by GustoGaiden · · Score: 1

      This isn't making the map completely random, It's just making more routes to memorize. In any case, You could drop any hardcore FPS player into a new map, and they would still dominate players with less skill who are familiar with it.

    6. Re:Dumbing down of FPSs by theantipop · · Score: 1

      You can say the same thing about teeball, or solitaire or any other sport that pits people against something. Regardless, that isn't why people are upset in this case. When you take a game as old as Team Fortress and say you're going to make a sequel, people expect certain things. Changing core gameplay features such as this aren't one of those expectations and are going to lead to a certain amount of moaning. If they want to make a related game, they are certainly free to do so, just don't dangle the Team Fortress name out there just to market it.

    7. Re:Dumbing down of FPSs by skobar · · Score: 1

      Take a look a the quake series... Quake 4 is just like quake 3 multiplayer with better graphics but unlike quake 3, quake 4 was NOT popular. People preferred to continue playing quake 3 or just to play another game. If you want to play the same game again, why not just reinstall the old one you like instead? This is a NEW game, they can do whatever they feel like they want to do and they don't have to listen to the old uberfans. I think the biggest mistake a company can make is listen to all the fanboy whinning instead of making something new..

    8. Re:Dumbing down of FPSs by Anonymous Coward · · Score: 0

      Every time they get kill they need to break something because of the frustration.

      Getting killed = losing.

      Losing = teh suck.

    9. Re:Dumbing down of FPSs by metsu · · Score: 1

      Map control is important. But for the types of rulesets that map control is extremely important (small teams/duels), the teams or duel participants already know which map will be used. It becomes about who can dominate the routes as fast or read and break opponent's patterns.

      TF2 will be mainly team based, and in regards to casual play, random maps is great. Casual duels in team games will be based on who can adapt faster to a new map seed only for the limited time the match is on. realtime visualization and navigation skills.

      I think this is a good change.

      on the other hand. the fact that random maps exists will lower the participation of map makers. it'll give regular maps too much replayability. which is, in part.. a bit better than annoying servers that don't even have a map rotation.

      twich is not dead. although, a quake-like heir has not surfaced since the likes of q3 and later uts. there's still hope, just not with console ported games that have inter-platform games. it would be too unfair to the gamepad users.

    10. Re:Dumbing down of FPSs by foxtrot · · Score: 5, Insightful

      Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement.

      I disagree: It adds a new feature to "map control", and that's "reconnaissance." If you don't know what the map looks like up front, you have to determine what it looks like, and then you can attempt control just like in any other map.

      A randomized map still has chokepoints, item spawns, and enemy spawns. Figure them out before the other guy does.

      -F

    11. Re:Dumbing down of FPSs by theantipop · · Score: 1

      I see what you mean, but I'm of the opinion that sequels should be evolutions not revolutions. If you want to make a TF-like game with 9 classes each going by the same name but all with different abilities than the original, with new maps having the same names but completely different flow, and with now-defunct base game mechanics that defined the series, it seems like cheating to call it TF2. I haven't played Quake 4, so I can't make an accurate comparision of it to Quake 3 on that point.

      BTW, my first reply was very unclear. I meant the teeball reference in response to people taking games too seriously, and the remainder refered to those decrying change.

    12. Re:Dumbing down of FPSs by Serengeti · · Score: 2, Informative

      "Therefore the game designers add autoaim and weapon spread to make it less important."

      I don't know of a multiplayer game that has auto aim. None of the ones I've played do, anyway.

      "Randomizing the maps makes this skill less important."

      This would be true if the maps were actually redesigned each game. What's happening is that certain parts of maps are blocked in each game, and the starting point changes, but the map itself does not. They're not looking to confuse the player, or to remove any chance of the map being memorized, they're trying to provide new scenarios in maps that will be played hundreds of times (in a row, sometimes!)

      In games where every player is a powergamer, it will require memorization of the map AS WELL AS an ability to adapt to changes. If anything, it will require not only the same skills as before, but also 'thinking on your feet' at a slightly larger scale.

    13. Re:Dumbing down of FPSs by dmwst30 · · Score: 1

      A series has to evolve, but who judges whether it's evolution or revolution? Why can't a sequel change things up?

      Grand Theft Auto 2 --> 3 ? Was the game mechanic "stealing cars" that had to be retained?

      Super Mario World --> Mario 64 ? "Platformer" as the mechanic?

      I'm sure you can think of other examples; a series can retain the essence of gameplay but change dramatically (the 2D-->3D examples were the most dramatic I could think of thoug). If people don't like TF 2, why not keep playing the original? Why not buy a game that's more similar to the original?

    14. Re:Dumbing down of FPSs by CaseyB · · Score: 1

      You need to know where every chokepoint, every item spawn, every enemy spawn is, and be able to instantly visualize every route between any two arbitrary points on the map. ... Randomizing the maps makes this skill less important.

      No, it doesn't. It's just as important. You just need to be smart and adaptable enough to figure it out as you play. You know, like real life.

      Of course, it makes it harder for Rain-Man players like you who have a conniption if your spaghetti isn't served on the exact same Big Bird plate every day.

    15. Re:Dumbing down of FPSs by Anonymous Coward · · Score: 0

      Playing a map more times than the other people around you is not a skill. It is knowledge, indeed. But a skill is something that is applicable in more than just one, very specific, arena. For instance, I used to be pretty good at FPSs. I have the 'twitch', and I'd like to think I have some of the skill of analysing a situation. But I'll still get thwomped if I try to play a deathmatch online, because I haven't played the map the required 200 times.

      Sure, if you randomised maps, then they'd be taking away your hard-won advantage. After all, you've invested all that time learning them; how can they take that away from you?

      It would be a shame to have to compete based on your actual abilities; when you came across an enemy, the winner might be, oh, I don't know, the person who's better able to shoot, dodge, and improvise cover. That might take all the fun out of it, huh?

    16. Re:Dumbing down of FPSs by Seraphim_72 · · Score: 2, Funny

      The elements of skill at FPSs:
      1. Twitch
      2. Map control
      3. Enemy prediction
      4. Self unpredictability
      The reality of 'skillz' at FPSs:
      1. Clipping
      2. Bot Downloading
      3. Radaring
      4. Getting your buddy to rat out his side for you on Teamspeak
      --
      Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
    17. Re:Dumbing down of FPSs by CaseM · · Score: 1

      "Fun" and "sport" are not mutually exclusive.

    18. Re:Dumbing down of FPSs by Das+Modell · · Score: 3, Insightful

      This is part of the ongoing trend to reduce the advantage of skill and make outcomes more random.

      Playing a dynamic and possibly unpredictable map takes far more skill than playing de_dust for seven years non-stop.

      Twitch is pretty much dead now that FPSs are designed for consoles

      Console FPS games are designed for consoles.

      Therefore the game designers add autoaim and weapon spread to make it less important.

      They're added because the games are played with gamepads, which are not as good as mice. It's not a sinister conspiracy againts pro-players.

      Map control requires great memorization and 3d visualization skills. You need to know where every chokepoint, every item spawn, every enemy spawn is, and be able to instantly visualize every route between any two arbitrary points on the map.

      You make it sound so amazing and difficult, when in fact it's completely mundane. It doesn't take long to memorize a map from top to bottom, and visualizing it is not an issue when you've played it for several years.

      Your argument seems to boil down to the fact that you want your FPS games to be rigid, predictable systems where everything can be calculated and measured for optimal efficiency and nothing unexpected ever occurs. God forbid that the game could place you in a situation where you are not exactly sure what will happen next. Can't have that.

      Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement.

      Honestly, I don't give a fuck about your e-penis e-"sports." I, like most people, play FPS games for my own amusement.
    19. Re:Dumbing down of FPSs by afxgrin · · Score: 1

      "Map randomization helps reduce multiplayer FPS from a legitimate competitive sport to just another amusement."

      Uuuuhh I don't see how this makes it any less competitive. There are still teams and they are still fighting each other for some type of points. This just reduces the game to generalized skills, and would probably lead to increased player communication during a match. In a randomized map, I imagine it would be beneficial to tell your teammates where some weapon spawn is, or where a good sniper position is, and in regards to sniper positions, this would probably help a lot -- as the enemy doesn't know where all the default hiding locations are, they'll need things like cover fire and support , hence increasing team work...

      The competitive teams that will probably be most successful will have good communication, generalized strategies, and a willing to depend on their teammates, not just trying to be a one-man show.

      Go whine in some random CS server that plays de_dust 24/7.

    20. Re:Dumbing down of FPSs by Aereus · · Score: 1

      I have to agree. While I don't play any FPS games in a Ladder or Clan setting, I still appreciate playing games for the above-mentioned skills. Something you didn't mention was using sound to your advantage, and more recent FPS games dumbing down the accuracy of guns incredibly to further rob the skill of good players. This can be seen in the difference between playing Day of Defeat, and DOD: Source. The Source version was so heavily decried for lack of skill involved, that it wasn't used in CAL League competition for 1-2 years. Another big problem I see is that players no longer want to be respected and take first place through superior skill, but through the most abuse of game mechanics. Map and engine exploits are abused widely and proclaimed to be "skill" or excused because "everyone does them" or "if it wasn't possible, it wouldn't be in the game" -- like no program ever has bugs.

    21. Re:Dumbing down of FPSs by 10Neon · · Score: 1

      Randomizing maps is best left to the realm of strategy games where environmental discovery and adapting to new tactical situations are the name of the game.
      There are a lot of (a majority of) strategy gamers that follow the exact patterns as FPS players that play the same maps. Players across all multiplayer genres cluster around their "comfort-zone" maps, levels, etc. Tactics and discovery don't really have a home anywhere, sadly.
      --
      The Guide is definitive. Reality is frequently inaccurate.
    22. Re:Dumbing down of FPSs by Anonymous Coward · · Score: 0

      Bullshit. The way this works is you have to essentially memorize six or eight small levels (or however many variations there are) instead of one big one. This actually gives a bigger advantage to an advanced player, as there are more things to learn about the map. Let's say a traditional level takes a week to learn, so after one week everyone is at the same level of "map knowledge"... If this map takes a month to learn, then someone who's played for a month has an advantage over someone who's only played for a week. Of course eventually everyone with the capacity for it will know the map inside and out, but because it's more complex it'll take more time and effort.

      As an aside, this map will confuse the hell out of newbies. Hopefully people will still keep it on servers.

    23. Re:Dumbing down of FPSs by DrEldarion · · Score: 1

      Exactly. They're not taking away map control, they're taking away map memorization.

    24. Re:Dumbing down of FPSs by baalz · · Score: 1

      I've played many different types of games competitively from FPSes to strategy games and been ranked pretty highly in some of them. While I won't knock anybody for what their preference is I find I vastly prefer games with a decent amount of randomness despite my above average skill level because they make for a very different type of gaming experience. The more static the game, the more there are optimal solutions - the best routes to run, the best spawns to camp, the best build order, etc. Perhaps you like trying to shave a second off of your optimized build order, or get the exact perfect timing to toss that grenade so it has a slightly higher chance of killing the guy who's about to spawn, that's fine, but I prefer to play a game where I need to think on my feet, adjust to unexpected occurrences and formulate my strategy on the fly rather than repeat very similar play experiences trying to optimize them.

      Judicial randomness doesn't make things non-competitive, it makes things less formulaic and repetitious.

      Oh, and FPSes won't be a legitimate competitive sport until there is a reasonable way to exclude outrageous cheaters.

    25. Re:Dumbing down of FPSs by Swordsmanus · · Score: 1
      It seems to me that given your stance that the randomization closes the gap between elite players and casual players, you're assuming there will be no difference in how fast an elite player will adapt to random map changes compared to a casual player, nor that there's any skill or genetics involved in speed of understanding your surroundings and the tactical implications. I personally disagree with such an assumption.

      Not to mention that TFC's item spawns are all inside bases, not scattered about the map a la deathmatch style maps. And classes generally start kitted out with everything they need, minus some extra armor/ammo/nades that can be picked up within seconds of spawning in your spawning room.

    26. Re:Dumbing down of FPSs by Xenolith · · Score: 1

      With randomization, add another skill you will need... adaption.

      --

      Journal
    27. Re:Dumbing down of FPSs by Mprx · · Score: 1

      Adding randomness, even if it's the same randomness for each side, makes the game less like chess and more like poker. Poker is a good game, and certainly takes skill to play well, but it's not something you can judge superiority on from a single match. Even in no-limit format, where the psychological aspect is maximized, a lessor player can often beat the greater player because of better luck. Here some players will find that their reconnaissance strategy works very well for a particular map configuration, or very poorly, depending on luck. Like poker, it will even out in the long run, but why add the randomness in the first place when the game worked perfectly well with pure skill?

    28. Re:Dumbing down of FPSs by Anonymous Coward · · Score: 0

      And you think randomizing the map is going to help? have you seen n00bs play an unfamiliar map? they run around like lost headless chickens, whereas the players that are good now will make one pass, internalize the layout and pwn as hard or harder than they do now. Skill overcomes lag, poor framerates, weapon spread, and all sorts of other disadvantages, it will adapt to this as well, and then it will just get harder for casual players. When will they learn.

      It is better to make the skills required to be good simple and obvious so people can improve, otherwise they will end up thinking they're just unlucky and give up on the game. If its all random why bother playing, its not like you will be able to get any better.

      Captcha word: lesson

    29. Re:Dumbing down of FPSs by cgenman · · Score: 1

      As a game designer, I can understand your reactions. However, you have to realize that anyone going onto a counterstrike map these days is dead, simply because the players all know the maps and strategies far too well. I've worked for months on online games... and two weeks after launch I could no longer enjoy an online game, simply because the level of competition required too much rote memorization. And quite frankly, that's getting a bit boring.

      A somewhat randomized map is emphasizing a different and arguably more impressive skill set. If you know you can stand at a particular point and sniper to this other choke point, you've successfully memorized the map. Now, if every time you play you have to assess the situation, determine choke points and strength areas as you go, you've suddenly emphasized dynamic tactical thinking over static thinking. Not only is this more "realistic," this is ultimately more interesting to watch, and hopefully play. Sure, this will make the outcome of any single given match less deterministic, but better players will definitely come out on top overall... and arguably the overall level of play will go up as a result.

      In creating a game, especially an online one, you must balance initial player enjoyment against hardcore gamer enjoyment. If you soley focus on hardcore gamer enjoyment, nobody will like your game enough to get through those first few dozen rough hours. However, any advantage you give to an initial player will get through to the advanced player as well, keeping their overall statistical advantage.

      Especially when you're expecting mixed matches, you have to setup conditions such that the new player thinks they have some chance of winning. Requiring perfect aim with a shaky mouse over a crappy internet connection is just going to turn off players. Walking around and getting head shot every few seconds is just going to turn off players. Striking that balance between getting players and keeping players is key to making it all work.

      Think of it like poker. Poker is a high-skill game, where everybody has a chance to win a hand, but only skilled players will win the match. A de-emphasis on straight memorization and a re-emphasis on dynamic exploration while on the battlefield is also helpful.

      There is a reason why Gears of War is the best selling FPS at the moment.

  11. Let us observe this solemn moment by Anonymous Coward · · Score: 0

    ...where a post comparing TF2 to DNF gets modded "Troll" instead of "Redundant". The world is changïng. Will we see both these titles in the coming year?

  12. Dumber? No. by 4iedBandit · · Score: 4, Insightful

    Dynamic maps make the game smarter. You can no longer play a map endlessly till you have it so memorized you can do it in your sleep.

    This adds another aspect to playing the game. You know what you have to do, but now you also need to explore the map and find the weapons, find the best choke points all while the other team is doing the same thing. And you have to do this every single time.

    Team communication is going to be even more important now. Your team will have to be dynamic and adaptable to not only the enemy, but to the terrain as well.

    As far as I'm concerned, eliminating the blind rush to see who can get the super weapon/power up first is a good thing. Making players think more is not making the game dumber. People who don't like to think, who don't like new challenges every time they enter the game, won't like it.

    I stopped playing FPS' because I was bored with the maps. People played the same maps over and over and over and over. It was always a mad rush to the same known locations. While that can be fun too, after a while I need some variety.

    --
    "The avalanch has already started, it is too late for the pebbles to vote." -Kosh
  13. TFC by Turn-X+Alphonse · · Score: 1, Flamebait

    I don't care, Valve pissed on their chips when they added adverts into classic CS.

    I'm a huge TFC fan, I play it even to today and love every moment of it, but I absolutely refuse to buy another Valve game ever again due to extremely poor marketeering.

    --
    I like muppets.
    1. Re:TFC by theantipop · · Score: 1

      CS maps always had adverts, they just used to be for fake products. Are you really that anti-capitalist that changing Pop-dog Soda into Coca-cola is going to make you have less fun?

    2. Re:TFC by Turn-X+Alphonse · · Score: 1

      http://www.csnation.net/comments.php?id=8645 - Yea, because I remember "Intel" and hollywood movies in Dust personally. They were always there... oh wait no they weren't..

      --
      I like muppets.
    3. Re:TFC by theantipop · · Score: 1

      I hadn't seen that they were so blatant. I had heard they were simply replacing the flavor adverts that were around anyway (like out the windows in office and in the old backalley) with actual products. From those screenshots, they also seem to be in very distracting places. Do they allow these in competition?

    4. Re:TFC by Turn-X+Alphonse · · Score: 1

      They are permantly added to the maps, they update every round by steam servers phoning home. All I know since I haven't looked any deeper than that.

      The prodige drinks machine is still a fictional drink BTW.

      --
      I like muppets.
  14. Depends on your personality, I guess by Moraelin · · Score: 1

    Depends on your personality, I guess. There is more than one kind of player, and there are several classifications already.

    E.g., in Bartle's scheme (ok, so it was made for MUDs/MMOs, not FPS, but it does partially apply to more than MUDs/MMOs) I can just see a die-hard achiever (the guys playing for score) jumping in front of the same vent or taking the same pre-learned route to maximize his score. Whereas an explorer will love discovering new routes, dealing with new situations, etc.

    And don't laugh, I personally know someone who spent _years_ playing the same map, taking the same route, climbing on the same ladder, crawling through the same duct, and jumping up and down in front of the same vent, because that's where he got the biggest score. Just the thought of _that_ kind of mind-numbing monotony makes me cringe, but he found it fun. There you go, it's illustration enough that more than one player type exists.

    E.g., taking the casual player vs hardcore player distinction, a casual player is less likely to devote time learning and fine-tuning their exact route and tactics to win on that exact map. He/she just wants to jump in, run around and shoot someone, and basically be done with it. A random map scenario is pretty much ideal for a casual player since, basically, it's new for everyone. There are no people who have already spent months learning this exact map. So everyone starts equal, and from there it's only up to your reflexes and ability to deal with the new. If you do have the reflexes, it doesn't matter if you're new to the game or to that map.

    That's just two distinctions, but I'm sure more can be defined. Bottom line is that some of us _will_ find it more fun and mentally stimulating to play on random maps, while others will hate it. What else is new? :)

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Depends on your personality, I guess by Das+Modell · · Score: 1

      And don't laugh, I personally know someone who spent _years_ playing the same map, taking the same route, climbing on the same ladder, crawling through the same duct, and jumping up and down in front of the same vent, because that's where he got the biggest score. Just the thought of _that_ kind of mind-numbing monotony makes me cringe, but he found it fun. There you go, it's illustration enough that more than one player type exists.

      The map sounds like cs_assault, and the player sounds like he probably enjoys WoW as well.
  15. Re:Dumber? No. by Toandeaf · · Score: 1

    I completely agree here. Random does not mean that knowledge of a map becomes less important, only that you have to gain that knowledge over the course of the game instead of over a year. It seems to me that the skill to quickly analyze your environment is far more interesting than the skill to memorize a single map. This is from someone who hasn't played CS in about a year yet I could probably still do De_Dust2 blindfolded.

  16. Re:Dumber? No. by Mprx · · Score: 1

    The memorization is the prerequisite for playing the *real* game, which is the player-vs-player mindgames. It's exactly like in 2d beat-'em-ups, where the ability for all players to pull off all the special moves at will is required before there is any interesting gameplay. You need the limitations and known elements to provide a framework to work within - thinking "what is my opponent thinking now", and "what does my opponent think I am thinking", and the psychology behind it. If you are no good at this then you can lose the game before you have even started.

    Complaining about the maps being the same all the time is like complaining about the lack of powerups and special moves in tennis (another game with great tactical depth within a limited rule structure).

  17. Already done, kinda? by Minigun_Fiend · · Score: 1

    I'm sure some counter-strike: Source maps already use logic relays to randomly open or close paths in the level - is that not similar? (DNRTFA)

    1. Re:Already done, kinda? by Anonymous Coward · · Score: 0

      We had randomisation in Sven Co-op (HL1 co-operative mod), you could basically use it with any entity as it is just an input trigger, allowing you to randomise anything from just the selection of monsters to the entire route of the map (same idea mentioned in the article, blocking or opening paths). The hard part is using it in a meaningful way, which is probably worse in a competitive multiplayer game as level structure has to be very finely balanced.

      This may prove unpopular with competitive gamers though, some strategies will doubtlessly work better with certain routes and getting an "unfavourable" layout might be grumbled at.

    2. Re:Already done, kinda? by Anonymous Coward · · Score: 0

      Yes. You may be thinking of cs_havana, for Counter-strike Source. That map is reconfigured at the start of each round so that the routes available are different (cite).

      I personally find that map extremely confusing and not much fun. It is hard enough learning a new map without it changing every time. I have enough trouble with the static maps!

  18. So is TF2 still planned for the Quake 2 engine? by ZombieRoboNinja · · Score: 0

    I remember actually buying Quake 2 because this game was supposed to be a mod for it. Then, a few years later, there were big, gushing preview articles in PC game magazines about how TF2 was coming out after all, for the Half-Life engine, and it would be the BEST EVER, with volumetric fog and level-of-detail meshes and something about character animation. (All this sounded cutting-edge at the time.) Then it never came out, and now the cycle repeats itself.

    This game has been in development almost as long as Duke Nukem Forever. I think we're well into "put up or shut up" territory here.

    1. Re:So is TF2 still planned for the Quake 2 engine? by Novotny · · Score: 1

      I reckon your question would be answered with a brief glance at TFA. Its on a further upgraded Source engine, looks amazing, and they definitely seem to be 'putting up'. They've shown far more of this version than all the others put together. And kudos to the guy at the center of it all - the original designer of the game - who now works at Valve.

      Nobody's seen really anything of the new Duke, correct me if I'm wrong. There's shed-loads of TF2 stuff out there.

  19. Half-Life's TFC map sequence by British · · Score: 2, Informative

    I know the map sequence 99% of the servers in Half-Life TFC by heart. It's easy!

    2fort
    2fort
    2fort
    2fort
    2fort

    That was my biggest gripe of Half Life TFC: Almost no map variety. You were almost always guaranteed to play 2fort. It was the de_dust of TFC. It got boring after awhile.

    I enjoyed the other maps like the attack/defense map where you would have the attacking team going literally at a snail's pace towards the flag due to all the crossfire. It was great. Favorite map? The map of the gigantic living room where snipers frequently stood in the bookshelf.

    In terms of multiplayer-PC game maps, Multi Theft Auto is great. Tons of maps(Deathmatch and race), most of them suck, but still fun to play. They load literally in a second, being grafted onto San Andreas. Now only if the combat(ie get out of your car) MTA will surface.

    1. Re:Half-Life's TFC map sequence by mjbinon · · Score: 1

      That was always a big complaint of mine, as well. True, 2fort is a well-balanced, straight-forward map, but it gets boring when played CONSTANTLY.

      Honestly, my favorite map was a TF original that never (to my knowledge) made it into TFC, called 'bases'

    2. Re:Half-Life's TFC map sequence by Anonymous Coward · · Score: 0

      bases
      base32b
      canyon1
      hunted
      sniprwar
      well1
      well6

      i miss tf, so many neato maps in my old rotation

    3. Re:Half-Life's TFC map sequence by Zelos · · Score: 1

      It was the same thing with Day of Defeat, it seemed like every server was playing avalanche.

  20. evolution of GTA isn't what you think by kisrael · · Score: 2, Interesting

    GTA2->3 is an interesting example.

    The main gameplay sections actually aren't that different between the 2! In fact this is most obvious in GTA3, which had an "overhead" camera mode that made it look surprisingly close to 2. Really, the difference is mostly camera angle, and being able to do a bit more vertically. (And, I'd say, drive a lot faster since then you could see where you were going!)

    The real difference, IMO, was that *cutscenes* were now in the same 3D engine, instead of just voiceover phonecalls and what not. This compelled the designers to make the games rather more linear... branching, a tad, but linear. I never got deeply into 2 but I think it had a lot more flexibility in what missions you took and which gang you sided with. I know some people who say 2 is better than 3 for that kind of reason.

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    1. Re:evolution of GTA isn't what you think by Firefly1 · · Score: 1

      I never got deeply into 2 but I think it had a lot more flexibility in what missions you took and which gang you sided with. I know some people who say 2 is better than 3 for that kind of reason.
      Which begs the question: why was this flexibility removed entirely from subsequent iterations? It can't be a technical reason - the Pandemic crew were able to incorporate this sort of mechanic into Mercenaries...
      --
      - White Knight of the Order of Mihoshi Enthusiasts
    2. Re:evolution of GTA isn't what you think by kisrael · · Score: 1

      It doesn't beg the question, it raises it :-)

      I think the question was artistic, wanting to tell a certain story rather than having the player make it up. (And even then it was a transition; GTA3 still had a silent protagonist)

      Plus, the cut scenes in GTA are a lot more varied than in Mercenaries, which are little more than the simple mission briefings (IIRC) with a few lines of color before and after, like if you go up to the surrounding soldiers. That's been around for YEARS.

      Also, I dunno... in mercenaries I played every mission. Really, the only question is what order I felt like taking them in. I was under the impression that what side you ally with in GTA2 can then restrict what missions you can get, but I'm not sure.

      I've also heard that GTA1 kept a count of the cops in the city, and eventually they would run out...

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  21. hahaha Sweet by afxgrin · · Score: 1

    I've been waiting for this day for a long time. I think I emailed Valve back when they first announced TF2, asking them to implement something like this .... now it's here!!

    I hope I never have to play de_dust again!!! (well I actually can't play anything right now, cause I'm too lazy to configure the 3d drivers under ubuntu and then play around with Cedega to get Steam working...)

    Either way, thank you Valve.

  22. UT2k4 Onslaught Random by Sparr0 · · Score: 1

    Unreal Tournament 2004 has a mode called Onslaught, with 'nodes' across the map that can be captured. Owning a node means your team can spawn there when it isn't under attack, and your team gets first dibs on vehicles that spawn there. The interesting difference between ONS and other position-capturing modes in other games is that nodes form a network in UT, and you can only capture nodes 'connected' to the ones you already control. Most maps offer a variety of different pre-set network configurations, each completely changing the strategic dynamics of the map. But, more on topic here, the game supported randomized networks. Unfortunately the heuristics to pick the random network were pretty dumb, so you ended up with plenty of "playable" networks that were completely unfair.

  23. Re:Dumber? No. by 4iedBandit · · Score: 2, Insightful

    Map memorization is what people are currently used to. Does it make a game smarter? No. Does it make it more fun? For some people it undoubtedly does. For me it only means that after a while I become bored with it.

    You're right about one thing. Psychology would change. Instead of running straight to the choke point you know about, you have to find a choke point and then wonder if maybe your opponent may have found a different way in. Every time through it's a whole new game.

    When I state I don't play anymore because people only ever want to play on the same maps, I'm basically stating that I'm bored with it. I know where the power-ups are. I know where the choke points are. The only thrill left at that point is if my opponent is actually better than me. When I stopped playing I was frequently accused of using an aim-bot. I never did. I was just good.

    I would also say that tennis is boring for pretty much the same reason. The field is same every match, the only excitement comes from an opponent who is challenging.

    A FPS where the map was different each and every match? Now here's a new challenge every time. Even if your opponent isn't as good as you, you also have to play against the terrain. In my opinion it ups the skill required to play effectively. It also means that pure twitch alone doesn't guarantee a win. A team that can identify and use terrain quickly and effectively can beat a team that can't.

    --
    "The avalanch has already started, it is too late for the pebbles to vote." -Kosh
  24. These are not random maps by JeffSh · · Score: 1

    God you guys just get off on a tangent don't you?

    These are not randomly generated maps. They are not procedural. The idea is actually that there is one base map which can have 14 different states depending on lots of different factors.

    This type of map would then, in my opinion, make memorization even more important. There are certain areas of the map that are blocked off and certain areas that are opened up depending upon factors like CP ownership.

    This is not procedural. It is not done to "balance the game" so that new players are more even keeled with older players who have wrote memorized the level.

    RTFA.

    1. Re:These are not random maps by sproketboy · · Score: 1

      Mod parent up. Nothing to see here. Waiting till maps can be really re-generated randomly in real-time.

    2. Re:These are not random maps by Anonymous Coward · · Score: 0
      That would be crazy.

      I see the flag up ahead.

      WTF, where'd this wall come from?

  25. baaad thing by yoprst · · Score: 1

    Random maps are good for single player, but are totaly useless for multiplayer. You're competing with other humans, not with the game itself, so being able to take advantage of the time you've invested into studying the maps is nice. They're not adding anything useful, in fact, they're removing something useful from the game. Of course, for single player it's just the opposite.

  26. Re:Dumber? No. by Sylver+Dragon · · Score: 2, Insightful

    The memorization is the prerequisite for playing the *real* game

    No, you're just being closed mined about it. What the game is simply changes. As for the skills you mentioned above, they all still play in to a random map:
    1. Twitch
    It's an FPS, this will always be part of the game. If anything, the randomness is going to emphasize this further. It takes little in the way of quick reaction to fire a rocket at a known location when you see the enemy. On the other hand, if you don't know where that enemy is going to come from, it's going to take a lot of speed and accuracy to get the first shot off.
    2. Map control
    Again, not gone at all. You will still need to control the map, you'll just have to learn how to do it on the fly. Yes, this means that you won't have the well developed strategies which come about from well known maps. But ignoring your terrain will still be fatal. What it does mean is that you will have to be more adaptable. You will have to find and control choke points, not just rush them. Also, the sniping camper will be in for a lot more trouble when someone discovers an easy way to him.
    3. Enemy prediction
    This one will be diminished a bit. You won't know what the enemy is doing, because there won't be several well hashed out tactics that each side uses every time. you will, instead, have to figure this out each time. There will still be base assumptions, it's still an FPS, and there will still be certain objectives (assuming non-deathmatch play). This seems like a good thing to me. I've spent too many hours playing the exact same map, with both sides using the exact same tactic, the result coming out as much to luck as anything else.
    4. Self unpredictability
    It's a random map, this should be a playground of unpredictability.

    The problem isn't the idea, it's just that you are stuck in the "memorize and own the map" mentality. The game will be different, no doubt, but just discarding it out of hand because it's not what you are used to is just dumb.

    --
    Necessity is the mother of invention.
    Laziness is the father.
  27. Re:Dumber? No. by Some_Llama · · Score: 1

    "I stopped playing FPS' because I was bored with the maps. People played the same maps over and over and over and over. It was always a mad rush to the same known locations. While that can be fun too, after a while I need some variety."

    That's prolly why TF classic, quake3 and CS were so unpopular.. oh wait.

    I see it as another attempt at Valve saying "how can we "improve" this already established franchise", unfortunately improving for valve means splitting the fan base and decimating a popular game.

  28. Not interested anymore by Anonymous Coward · · Score: 0

    I played the original TF when it came out, and was actually in a clan with Robin Walker (TE), so I'd been waiting for TF2 for quite some time.

    It was supposed to come out for quake 2, and never happened. It was supposed to come out for Half Life, but instead we got TFC, which was such a far cry from the old Quake 1 gameplay that it seemed horrible. TFC was supposed to be a stopgap for 12 months until TF2 was finished. It still never came.

    TF2 was supposed to be what BF2 is now, but from the recent screenshots etc I have seen, it is just back to the old TF with better graphics and a different game engine. They even have a damn 2fort5 clone in there. No vision in this game what so ever, and it is going to be nothing like what they billed it as when they announced its development. Recycling a quake 1 game is boring guys, and you got beaten to the punch by EA with the battlefield series.

    Honestly Robin, when you scaled back to a remake of the original TF, you should have just given it up. Very disappointing after almost a decade of delays.

  29. Maps not really random by Prien715 · · Score: 1

    According to TFA, the maps will just have different routes with a random amount on or off. It's like having a house, locking random rooms, and calling it "randomly generated". While it will provide some variation, the player will memorize the house and then just need to memorize which rooms are on and off on a per game basis.

    --
    -- Political fascism requires a Fuhrer.
  30. Re:Dumber? No. by Anonymous Coward · · Score: 0

    you need to pick up ET man, that shit is bonkers

  31. the more things change by argStyopa · · Score: 1

    So....what they're saying is that it's Canalzone, with different flag points randomized and doors/portals that are randomly open/closed. Woo. I'm excited.

    --
    -Styopa
  32. robin by __aabgfe356 · · Score: 1

    good ol robin walker, real Australian hero

  33. Heh by ShakaUVM · · Score: 1

    10 years, and the TF1 community is still going strong. Visit www.customtf.com and download everything you need for free, and you can hop on a server immediately and start playing again.

    There's actually been a lot of development in Quake1 these days. FTEQuake (with shaders and new particle effects) looks like a modern FPS, and is fully compatible with all the old Quakeworld servers and clients.

    1. Re:Heh by JeffSh · · Score: 1

      to insinuate that customTF is related to the TF1 community at all is a miscarriage of justice.

    2. Re:Heh by ShakaUVM · · Score: 1

      CuTF is like TF1, but better. =)

  34. Re:Dumber? No. by Anonymous Coward · · Score: 0

    "When I state I don't play anymore because people only ever want to play on the same maps"

    That's what I love about the UT series - when 99 and 2003/2004 were going strong you could download a new, high quality, fan-made map every single night.

  35. Part of the Source engine that is not used by Foo2rama · · Score: 2, Informative

    This feature has been in the source engine for awhile. In fact it is used on 1 map for Counter-Strike Source. On the map cs_Havana, there are 3 routes from the CT spawn to the Hostages. On this map there are 6 choke points that may or may not be closed always allowing at least 1 path to the objective. Funny thing is this map is rarely played, and this feature is somewhat un-noticed by the players.

    Granted what they are going for seems a little more ambitious for TF2, but feature like that are what internet based FPS's need to progress and become better. TF has also been one of the few FPS's that truly utilize height in map making, something that is lacking in most CS maps...

    --


    ---In a time of Chimpanzees I was a Monkey.
  36. Re:Dumber? No. by randyest · · Score: 1

    As far as I'm concerned, eliminating the blind rush to see who can get the super weapon/power up first is a good thing.

    Have you ever actually played TFC (or even TF?) There are no "super weapon[s]" or "power up[s]" that you can pick up. You spawn with all the weapons you can ever have (barring kit change) depending on the class you chose, and anything you might pick up (armor, ammo, grnades) is always in your base, in the spawn/resupply room, which is usually protected by ceiling turrets against enemy invaders. TFC != quake X deathmatch.

    I do happen to think this is a good idea, but I don't think it will really reduce the "advantage" those familiar with the maps. It may slow it down a bit, but there's a finite (and reasonably small, like 16ish) number of possibilities, so eventually the hardcore folks will learn the ins and outs of every combo as well as they know 2fort and the "pwning of the noobs" will continue unabated.

    --
    everything in moderation
  37. Re:Dumber? No. by randyest · · Score: 1

    ... and play it alone or with the lame bots wondering why no server had it in rotation.

    --
    everything in moderation
  38. OT - ignore by untaken_name · · Score: 1

    I absolutely love your .sig. Thank you! Makes me want to do a 'to, too, two' .sig. Maybe a 'there, their, they're' one. You rule.