Hey guys, apologies ahead of time for the technical manner of this post, but it's necessary so as to be as clear as possible about what we're planning to do. Please post any initial comments you have about the idea, as well as anything that comes up after you've checked out the arena. Thanks in advance, baby.
There was a need brought up by several players and staff regarding the current elim map. The number of people playing in Trench Wars at once is continually rising, and consequently so is the number playing in Elim at a given time. The wall extension that was originally implemented to address this problem is now inadequate to deal with our large elims of up to 50-60 players.
Here are some of the well-known repercussions of overly large elims in too small a space:
- Increased spawnkilling
- Increased "vulching" (blatantly trapping a person who's engaged in a duel with someone else as they are being fired on, or just after they have fired -- rushing them, etc).
- Increased number of kills by stray bullets
- Increased lag from many people on the screen & radar at once
All of these decrease reliance on actual player skill, and make getting a good elim record more reliant on luck of the draw (not spawning next to a person, not being strayed), or, far worse, being somewhat underhanded (taking good advantage of spawnkilling and vulching opportunities, abusing lag theory).
Players identified these issues coming up in two situations:
- When the number of players is near (but not over) the number needed to open up the map's outer ring extension. This means the inner area is not sufficiently large and needs minor expansion.
- When the number of players far exceeds the number needed to open the outer extension opened by the doors. This means that the outer area must also be enlarged, probably more than the inner area because this is the biggest problem.
As a result of all this, TWDev, the Trench Wars event development group, has been asked to enlarge the map. Here are the tentative changes:
- All inner walls expanded 25 tiles each.
- Left and right side outer walls expanded 40 tiles each.
- Bottom outer wall expanded by 20 tiles. As you can see, the expansion size is only half that of the side walls'. This is because visually, it keeps the outer expansion area looking equal along all sides. Previous elim map probably had the outer expansion longer on the bottom than on the sides to begin with.
- Recentered map by moving everything up 15 tiles.
- Added happy little trees, rocks, etc. according to spacing rules of current elim. Yes, this does mean that the ever-familiar rock placement has changed somewhat, though it's been kept the same as much as seems appropriate.
Here you see two maps:
The original...
...And the expansion.
What do you think? Soon this map will be uploaded to TW in the arena ?go newelim. Check it out when it comes up. I realize this topic's a sensitive one, as Subspace players are historically very diametrically opposed to change of any sort, but I'm also a firm believer that this expansion will be for the best.
Thanks for your input.
There was a need brought up by several players and staff regarding the current elim map. The number of people playing in Trench Wars at once is continually rising, and consequently so is the number playing in Elim at a given time. The wall extension that was originally implemented to address this problem is now inadequate to deal with our large elims of up to 50-60 players.
Here are some of the well-known repercussions of overly large elims in too small a space:
- Increased spawnkilling
- Increased "vulching" (blatantly trapping a person who's engaged in a duel with someone else as they are being fired on, or just after they have fired -- rushing them, etc).
- Increased number of kills by stray bullets
- Increased lag from many people on the screen & radar at once
All of these decrease reliance on actual player skill, and make getting a good elim record more reliant on luck of the draw (not spawning next to a person, not being strayed), or, far worse, being somewhat underhanded (taking good advantage of spawnkilling and vulching opportunities, abusing lag theory).
Players identified these issues coming up in two situations:
- When the number of players is near (but not over) the number needed to open up the map's outer ring extension. This means the inner area is not sufficiently large and needs minor expansion.
- When the number of players far exceeds the number needed to open the outer extension opened by the doors. This means that the outer area must also be enlarged, probably more than the inner area because this is the biggest problem.
As a result of all this, TWDev, the Trench Wars event development group, has been asked to enlarge the map. Here are the tentative changes:
- All inner walls expanded 25 tiles each.
- Left and right side outer walls expanded 40 tiles each.
- Bottom outer wall expanded by 20 tiles. As you can see, the expansion size is only half that of the side walls'. This is because visually, it keeps the outer expansion area looking equal along all sides. Previous elim map probably had the outer expansion longer on the bottom than on the sides to begin with.
- Recentered map by moving everything up 15 tiles.
- Added happy little trees, rocks, etc. according to spacing rules of current elim. Yes, this does mean that the ever-familiar rock placement has changed somewhat, though it's been kept the same as much as seems appropriate.
Here you see two maps:
The original...
...And the expansion.
What do you think? Soon this map will be uploaded to TW in the arena ?go newelim. Check it out when it comes up. I realize this topic's a sensitive one, as Subspace players are historically very diametrically opposed to change of any sort, but I'm also a firm believer that this expansion will be for the best.
Thanks for your input.
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