Max Teabag wrote:What I see is a complete stagnation of new ideas. A major problem.
The only innovation is in the direction of aesthetics, but in terms of the actual layout of the map, all maps created to be approved these days do not have any memorable characteristics, no identity, nothing that stands out.
Whereas before, mapmakers had the audacity and courage to define the map clearly, and say, “HERE, THIS IS THE MAP I CREATED!” As if it was a real location, a very special corner of the PB2 universe.
Now, authenticity is gone. The maps are no longer proud and independent, with a clear sense of identity.
Before, mapmakers wanted to make a special place to explore new possibilities of experiencing plazma burst 2. Now, everyone just wants their map approved... don't stir trouble, follow the basic template, adhere to the critics, don't make your map too noticeable... but just enough "difference" from all the other ones...
Max Teabag wrote:The maps have come to please the player.
I have seen the approval request part of the forum, and it’s a horror.
“I BUMPED MY HEAD INTO THAT WALL, REMOVE IT”
“THIS LOCATION IS TOO CLUMSY TO NAVIGATE; MAKE MORE SPACE”
“THERE IS A TOO LONG OF A LINE OF SIGHT”
Let’s take counter-strike as an example. DE_DUST2 would be rejected due to too long line of sight? Ridiculous!
In a genuine basement, you bump your head into the ceiling.
It feels like all maps made for approval have become “children friendly” - All areas are to be accessed easily, no places to camp, no places to shoot each other at long ranges. How about adding an approval requirement to have obligatory flowers every once in a while? How about a requirement for all approval maps to have a timer and a trigger that displays text that reminds the player how wonderful, special and unique they are?
Mingo wrote:[...] you can still follow the strict approval guidelines while also doing everything you said you apparently don't see nowadays
Mingo wrote:You're suggesting that you see a lot of the same layouts... but again, you're saying it's a problem for the wrong reason. We're talking about approved maps: balanced layout that favors gameplay and fairness > unbalanced layout
Build wrote:Tbh idk what i'd feel if i was max then I just see most of my maps unapproved because of the new strict approval guidelines
Nyove wrote:Isn't making approved maps supposed to focus on user experience?
Nyove wrote:But your point in regards to mobility is terrible. Everytime when the approval team points out on headbump areas, there are not areas that are meant to be cramped (like a basement).
Nyove wrote:The point stating that approved maps are designed for children is like saying chefs only cook food for consumers and the food always looked the same, completely ridiculous and invalid.
Nyove wrote:P.S: Please STOP giving hate to the approval team.
Approved maps are often the first impression upon to new players (actually I am just assuming PB2 is growing a right way), so the amount of approved maps, the types and the play style are a direct impact on those players to say whatever they want to stay there or not. If let's say we are 100% taking map approval ideas, which almost every single map are identical, those players are losing the patience and thinking that every map is basically a same thing then left the game; meanwhile if we are 100% taking teabag's ideas, which makes player confused enough since every single map are so different that makes the players in 2020 nowadays don't have that patience to understand the map. And this will make players quit, in rages. Whatever is good or bad, it depends on our market and what eric's market towards to be. Obviously we don't have an idea on that.
Max teabag wrote:I decided to check back on PB2. I see innovation and creativity in maps, but those that are made to be approved for ranked games are a tragedy.
Max teabag wrote:What I see is a complete stagnation of new ideas. A major problem.
Max teabag wrote:The only innovation is in the direction of aesthetics, but in terms of the actual layout of the map, all maps created to be approved these days do not have any memorable characteristics, no identity, nothing that stands out.
Maps made for approval these days scream “PLEASE APPROVE ME; I HAVE DONE NOTHING WRONG” --- Mapmakers have become timid and spineless, and all the new approved maps seem to resemble the average of all other maps, with weird ostentatious details.
The approval requirements and the critics demand a squeaky clean map.
Whereas before, mapmakers had the audacity and courage to define the map clearly, and say, “HERE, THIS IS THE MAP I CREATED!” As if it was a real location, a very special corner of the PB2 universe.
Now, authenticity is gone. The maps are no longer proud and independent, with a clear sense of identity.
Before, mapmakers wanted to make a special place to explore new possibilities of experiencing plazma burst 2. Now, everyone just wants their map approved... don't stir trouble, follow the basic template, adhere to the critics, don't make your map too noticeable... but just enough "difference" from all the other ones...
All the map makers these days want to please the player and the map-critics.
Before, maps were treated as solid trees, and the players were squirrels exploring it.
Now, maps are designed specifically for the anatomy of the squirrel, like a carefully, deliberate, obstacle course for the squirrel. And not only that, but it must be the squeaky clean, seamless experience.
I have seen the approval request part of the forum, and it’s a horror.
“I BUMPED MY HEAD INTO THAT WALL, REMOVE IT”
“THIS LOCATION IS TOO CLUMSY TO NAVIGATE; MAKE MORE SPACE”
“THERE IS A TOO LONG OF A LINE OF SIGHT”
Let’s take counter-strike as an example. DE_DUST2 would be rejected due to too long line of sight? Ridiculous!
Maps that are made for approval do not feel REAL. They all feel like a very carefully designed, castrated and frankly, is just as memorable as a pile of mashed potatoes.
In a genuine basement, you bump your head into the ceiling.
It feels like all maps made for approval have become “children friendly” - All areas are to be accessed easily, no places to camp, no places to shoot each other at long ranges. How about adding an approval requirement to have obligatory flowers every once in a while? How about a requirement for all approval maps to have a timer and a trigger that displays text that reminds the player how wonderful, special and unique they are?
I get it, in the old days, the standard of approval was too low.
But there has clearly been an overreaction.
Yes, there should be technical requirements and aesthetic requirements to the map to be approved. And these days the maps have good technical standards, but let’s be honest, map-making for ranked matches has stagnated.
I invite you, map-makers, moderators, approval-team, to begin making truly great maps now.
Take chances. Dare to innovate. Come up with a map that is original. It’s time to get out of this stagnation.
The definition of a good map shouldn’t be based on how easy it is to navigate, or how many pathways or random walls are mashed in the middle... Or how good it makes your player feel inside...
The criteria of the new age of approved maps should be this:
A unique identity in terms of aesthetics, AND a unique, clear-cut, distinct layout, AND a meaningful relationship between the aesthetic and layout. Where all the pieces, the guns, the music, all provide a memorable map.
Let’s start making memorable maps again, instead of maps that are just trying to get approved by conforming and copying all other maps and making arbitrary changes with weird shapes and albeit unique aesthetics, seems unrelated to the actual layout of the map.
Everyone is so concerned about making a map that makes sense to the player. Everyone wants all the rooms to connect to each other for a seamless flow and balance of gameplay.
Forget about that!
I get it, innovation is hard given the necessary standardization, and with the limited options with triggers.
A shift in paradigm is needed. Think about the story of your map. The map needs to be a real place. What happened here? How was it built? Why was it built the way it was, what function did the rooms, the areas, the buildings serve for the people who used them? What happened to these buildings and why?
Let’s aim at creating a unique setting, a memorable aesthetic that fits the unique layout.
Making distinct maps requires accepting the fact that some people will strongly dislike your map. You have to be able to accept this.
I made a map today as an attempt task https://www.plazmaburst2.com/?s=9&a=&m= ... id=1001461
mingo1 wrote:The thing is, as I said in the screenshot above, you can still follow the strict approval guidelines while also doing everything you said you apparently don't see nowadays - creating a map with a storyline, unique aesthetic, memorability, innovation (so so so many variables and triggers to work with), AND balance.
CakeSpider wrote:Im agreed with max's opinion, nowadays rules for approve map become to make map casual.
Yes, current rules are aimed at aesthetic, but if we talking about some rules that aimed to gameplay part, to this is really strange shit, you can build a normally functioning part of the map with some interesting architecture, but after a while someone will say to remove or slightly change (what means a remove) this part because it is either uncomfortable to walk or its camp spot, and and in many ways, this whole approval process is aimed at trimming as many supposedly bad spots as possible to make the game easier for casual players. And it feels like it's all rules aimed at children.
And I often began to notice how many rules, including the entire policy of moderation about community, are created for children. Strange rules for banning "toxic" players, that isnt, and im not talking about children 6-12 years, im about people that children mentally, who have become detached from their mother's sissy, who get insulted at everything, but they themselves are not very smart. Of course so far now these people are not, because the game is already in the balance of death.
Maybe I'm talking nonsense of course, but this is what I saw while i has in this community for a long time.
Nyove wrote:But your point in regards to mobility is terrible. Everytime when the approval team points out on headbump areas, there are not areas that are meant to be cramped (like a basement). These areas that we point out are areas that a player would expect themselves to successfully jump across certain areas but are unexpectedly blocked by some protruding wall that doesn't even serve any purpose!
Do you know HOW many hours the approval team tries to put in playtesting approval map requests and in hopes to attempt to improve potentially good maps. There was a point in time where we spent a continuous 3 hours playtesting approved requests. Keep in mind that these players volunteered to playtests maps for free (back then there were no titles, and we didn't expect to get any form of title), spending efforts looking for potential flaws in the map and making sure your map has the most optimal user experience.
Yet the approval team (including the contributors) always get SO MUCH SH-T for giving criticism and for rejecting unqualified, it's like better off not having any approval requests system in the first place.
Max Teabag wrote:This is a fault of the community at large, the blame is definitely on the mapmakers, and not merely the approval requirements.
Nyove wrote:The point stating that approved maps are designed for children is like saying chefs only cook food for consumers and the food always looked the same, completely ridiculous and invalid.
Nyove wrote:The children-friendly thing was a metaphor to emphasise a point.
Nyove wrote:Ultimately, we try to bring the best out of every potential maps but having too of a strict (not flexible) rules and result in innovation and creativity go down the drain, which results in a lot of similar maps which have a "safe" layout for approval.
Yeah, comparing 2D shooters with 3D shooters in apples to oranges.yi en wrote:P.S. by comparing that cs-dust vs approved maps due to the long sight shooting range is a ridiculous example,
Yes.phsc wrote:"take some quite subjective and arbitrary aspects and use it as criteria for maps not being approved,"
phsc wrote:that the map does not have to make sense? you are saying that the map SHOULD make sense now, kinda weird?
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