Help! I Need Somebody
Crispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
edited July 2005 in Mapping Forum
not just anybodyYes that's right I'm calling on all you NS Mappers for advice on sections of the Mapping Guidelines for Competitive Play that can be found in the Competitive Discussion forum, via my sig.
There are a few topic titles that I've thought of, but the specifics quite frankly escape me as I haven't been near a copy of Hammer in a matter of months and I'm finding it hard to even qualify myself as a mapper. But, regardless I'm trying to do my bit for the NS competitive scene in view of the impending invasion of the feared and fearful 'newbies'. I figure that a few of them might stick around and go competitive. I figure a few things, really. I figure that with better competitive maps, the old guard might stick around for seasons to come. I figure newbies will see promise in the competitive scene. I figure we can help make this happen.
So here's an extract of the bits I need help with. The sections are at the end of the text.
Tailoring Your Map for Competitive Play
Despite what you may have heard, the NS competitive scene is in a perpetual state of growth. This growth is perpetuated by a continuous influx of new players to the game, some of whom will later decide to take their game to the next level.
It's become so popular that there are teams from all over the globe, but typically they are polarised in two regions: Europe and the USA. But with this international fame arise problems for the competitive scene, the most notable of which is latency discrepancy. In a game as fast-paced as Natural Selection seconds count, but milliseconds count more. Milliseconds mean the difference between a Fade escaping with under 10% of his hit points or a Fade not escaping at all.
Wouldn't it be nice if there was a way to close the gap between the home and away team? To make that latency gap not so prominant? To provide more stable matchplay? Enter the humble NS mapper. Exit r_speeds, stage left, followed by a bear.
Brushwork and Architectural Economics
Input from: Kouji San
Textures: Downsizing ftl
Input from: Lt. Gravity
Sound files: What's better left unsaid?
Particle Systems: The real res****s of NS
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