To mappers:
THE EASY DISCOVER - EASY COVER-MAPPING CONCEPT
In my opinion many great maps could become EVEN BETTER with just small modifications. Therefore I learned myself some map editing knowledge, initially just to test some mapping thoughts, a mapping concept that I call the "Easy Discover - Easy Cover"-mapping concept former known as "The Tactical-Half-Transparent mapping concept", where "Half Transparent" refer to half protected to bullets wherever you are on a map.

More developed described the "Easy Discover - Easy Cover" concept means an ambition to create environments where you at most locations/spots have a reasonable possibility, if you are skilled, to use the surroundings to move yourself between partially safe spots using different objects for cover. With other words, not to safe, but enough safe, for example have the shadow of a chance to survive an unexpected attack if you are fast enough in the reactions and maybe also have some luck! In many maps with to little cover the "luck-factor" is more distinguished. Not fun. These sometimes tiny covers give you some really valuable seconds, just enough to analyse the situation and figure out the next tactical move, reload you weapon or change to a for the situation more suitable weapon and so on. Shortly this means a more complex game flow where intelligence and tactical creativity are more important.

"
Easy Discover" means to "open up" closed, a little bit to safe and unexposed areas/spaces when it's possible. Practically this may mean things as creating holes in floors, roofs and walls in buildings to achieve a more transparent and tactical "dynamic" environment.

The word "Tactical" in the old concpet name "The Tactical-Half-Transparent mapping concept" refer to that this more complex environments give a skilled player more raw material to work with in a tactical creative way.

As said above the goal is to create a more complex game flow where intelligence and tactical creativity are more important. The inspiration to test this ideas comes from founding it boring with totally empty big (cover free) areas: Boring both if you are the sniper that "perform" a headshot on a sitting (running) duck in a field, and it's even more boring to be forced to cross a big open area knowing that you are running towards a safe death if someone have seen you. With just some covers it's suddenly more thrilling because more unpredictable things can happen! For example with a little skill and creativity you have possibility to survive even a in first sight desperate situation (for example when outnumbered), sometimes simply by hiding yourself and then ambush the enemy! Thing as that gives you a great feeling, doesn't it? Anyhow this concept should fit the INF-concept that is to create realism, because the most real life environments contains more cover-possibilities than you may think, even in areas you think as typical open areas, there are threes, rocks, cars and other object everywhere in real life. Therefor it would be interesting if you talanted mappers out there could apply some of the thougts presented here. By the way - My own maps are ofcourse made with the "concept" in mind.

 

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