In this thread I would like to have a discussion about map layouts, what works what doesn't, suggestions on how to create level-flow that works with the unique gameplay of m&b, not a discussion about specific maps, if you have a specific map you would like to discuss please move your discussion to the map development thread, thanks!
Things I have observed so far through trial and error:
Complexity: This seems to be the most important aspect of map making in Mount and Blade Multiplayer.
Players do not seem like complex tactical situations. Objectives should be clearly defined and easily reached, corridors for movement should be very large and uncluttered, and visibility should be medium to far. So far intricate maps I have made, with small side passages, restrictive fields of view and lots of visual clutter have been poorly received.
The most popular maps in the game, are largely open fields interspersed conservatively with a few large props, a layout more reminiscent of table-top gaming than pc gaming. This is understandable; players need room to swing long two handed weapons without injuring teamates, and calvary needs room to sneak up on players from the sides. This is in sharp contrast to many fps-style games out there which seem to favor tight, cluttered and visually interesting areas.
a Cod4 map:
Field by a river, the most popular m& blade map
Balance: A word tossed around alot,
Players do not like to feel at a disadvantage, be it real or percieved. Since the game puts such a heavy emphasis on winning and losing, 'situational maps' featuring fortified positions, chokepoints that can be exploited by one side or another, an elevated position for one side over another, or a tactically critical area that is situated closer to one teams spawn than the other, are bound to be disliked by whichever side has a perceived weakness. The haute de jour of Crpg seems to be maps with two choices, since gameplay is mostly dictated by an 'angry mob' mentality, maps that require a level of complex tactical coordination above 'charge here, or charge there' or 'don't charge here and don't charge there' are bound to not only draw rounds out as stragglers get lost in the mix, but also quickly become annoying to a speed-round oriented player base.
A final word on balance: Most medieval battlefields where simply open fields dominated by one or two terrain feautures, and after playing mount and blade its easy to see why: its hard to coordinate large groups of men clearly when your only form of communication is line of sight and how far you can yell, players want to be able to see where the mob is headed and make a decision about where they can be most valuable to the team with their play-style, if the team gets seperated into small groups by the terrain, it is harder for them to do this.
The track: This is the second form (but less common) of popular m&b map, it features very wide streets interspersed by blocked off buildings, with two clearly defined sniper positions, as clearly indicated in the popular
Nord town The action can be more closely funneled into chosen spots, with alleys allowing horses and ninjas to flank into each sides spawn. The trick here seems to be keeping the map simple enough to keep players from hiding, while complex enough to keep it visually intersesting.
Your thoughts?