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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."

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  1. 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 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)

    3. 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