You should never sacrifice quality
I am not sacrificing quality, but complexity.
Sometimes those two go hand-in-hand. Crash RPG, Special Forces, and other "popular" maps are not fun, and that's because of their simplicity. There's absolutely no depth to those maps. All you do is walk around with a single unit and kill a million other units. The only reason those maps ever
appear to have depth is because they take hours to finish, and that's only because they're so densely packed with spammed units that it takes forever to get through them. There's no real challenge, there's no real strategy -- it's just grind until you win.
Similarly, defense maps lack any sort of depth. People play them because they can sit back and put their focus on other things while the game basically plays itself. There are literally
hundreds of these maps. While you may make a more polished version, if you're sticking to its original form, it still won't have any depth. It'll still be the same flat, uninteresting map that the other versions are.
If you really want to make a map like that, go ahead. I'm not in any position to try to stop you. But I think we can do much better than rehashing old maps that have worn out their welcome. You can make a map with simple mechanics, but still have it be complex. A map doesn't need to have a million EUDs and all these fancy trigger systems to be interesting.
You say you make maps for others to play, but think about this: if you remake a map like Crash RPG and people play it, it won't be because you made a really good version and people recognize that. It'll be because it's just a map that they remember from 10 years ago. It won't be anything special, and you probably won't feel like you achieved anything.
I am not sure what my reply is but I'm going to reply.
You stated a lot of things demon I agree with. Most of these maps are just low-energy, low focus maps that can fill fast. I also have to praise you because you pointed out something that masks simplicity with so called depth: spam and grind.
I know I am going to get eye-rolls but somehow Temple Siege has survived and I have been growing the community. I have a Youtube channel for TS, and Channel with bot protection (OP TSC). When I came back, I was on iccup where there was virtually no UMS.
This leads me to my next point I guess: You need to create a community, and curate one, this takes work. If you think you are just gonna create a game lobby and hope for the best, it's not going to happen. You need people out there showcasing gameplay, show there is a dedicated community, and be visible. This is hard work, that Temple Siege youtube channel I made by itself is draining. However the pay off is I can make temple siege games and they will always be filled with players who know how to play, and even new players.
There is also a feedback loop, people see themselves on the channel videos, and I even tell people when I have replays of them up. I know this sounds simple and "duh Brofla" but in today's environment you need to grind hard to keep a community alive. The approach to community/maps needs to be approached in different ways, as it is a different time.
Bottom line: you can have your opinions about TS, but when there are 45+ videos of a game on youtube and a guy pushing out content and grinding to get others to play people are going to want to join. Even out of curiosity. To get people to play Starcraft UMS is already hard, to get someone to play a specific map is even harder. Point is for map to survive, and then thrive community buildings, and grinding is key.
Also what Foxwolf1 said was very insightful. That too is another problem.
You should never sacrifice quality just so that your map will get played more. Who cares if pubs won't understand it? If you play with competent people, of which everyone from SEN is, your map can succeed. Don't remake stupid defense maps or make another Crash RPG clone for the millionth time; dare to do something different. Even if not many people play it, it'll still be appreciated around here.
90% of remakes will get lost in the shuffle, and ironically people will just play the original because of "brand recognition" and people going to what they want.
This needs to be said 100%. After playing KoTK RPG, why should I go back to playing another one of those shitty RPG maps? I don't underestimate nostalgia (cannon D, Sunk D, e.t.c) but those are so simple and not time consuming.
It set the Bar stupidly high. You need to shoot for the moon. To move beyond Demons point tho is if you are able to make full lobbies with friends or associates, it will spread and be played if you are able to maintain the community and grind.
Post has been edited 1 time(s), last time on May 20 2017, 5:42 pm by Broflamingo.
None.