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From SteelHORN:
Here's my take on what makes a good Assault level.
Although the gametype is called Assault the challenge should be to defend the base. This makes maps more fun, since the attackers aren't frustrated by always dying at the same spot and the defensive players don't get bored squatting down with their ASMD combo shot at the ready. This is not a problem to achieve for online play, but getting bots to defend the map well enough to not
make it too easy to complete is a challenge.
Another important factor for a good Assault map is to give the players a place to fight that puts demands on both their tactical and pure DM skills. I try and do this by making large multi platformed arenas with several access methods. I keep narrow corridors to a minimum. My personal downfall here is that I'm not brilliant at budgeting on detail. I've yet to master the trick of making large areas that still look interesting by use of textures and lighting. My hat goes off to those mappers that succeed, such as Shane Caudle, author of one of the original maps, Mazon.
From Shock Systems:
Assault maps tend to be the hardest style UT map to create, but offer the
greatest reward. You must make both sides somewhat equal throughout the objectives. I recommend some kind of planning before even starting a map. I generally will do a rough draft on paper before laying down the first polygons. Here are a few pointers to help you out.
Think of a theme and try to be original. It may help to see other people's maps to figure out what style you like. Then plan out the map and the objectives. Always try to keep a balance between the attackers and defenders. If one objective leans towards the attackers, then make sure there is another objective in the defenders favor.
Polygons:
Until recently, a high standard for the amount of polygons/nodes in a single scene was 200/400. Even following these standards, you will need an up to date PC to keep frame rates up. Keep in note that Cliffy B from Epic Entertainment would like to see some maps up to 400 polygons in a scene.
Layout and Construction:
First, take you time doing this. Many maps seem to be overly rushed and generally will not score real high with reviewers. Try to make every place in the map worthy of a good screenshot. In other words, make it look nice. Every light in a map should have a source. So if you're in a room, and there are no noticeably light source, then the room should be dark. Put some thought in the best ways to build a map. A well construted map will generally run smoother and will avoid BSP and HOM errors. Try to make the layout effective in game lay. If you have some rooms or areas with no purpose, they should probably be left out. Keep the objectives solid. Make sure there is no
place in the map that a player can get stuck and not be able to complete the objectives. Also make sure that a player cannot skip an objective.
Bot AI an Objectives:
You will need to know how to use Assault Randomizers, Fort Standards,
Triggers, EndCams, and general pathing just to make a basic Assault map, but
half the fun comes in surprises like mini-scripted scenes and cool ending
sequences. AI and pathing will make or break a map. Just because it looks
real cool, if the bots don't work, most won't play it. This part
can be very time consuming, and tends to require alt of trial and error
playtesting. Get some beta testers to you out, too.
Ending Scene:
This is the reward for completing an Assault Map. Make it sweet. There's
no greater disappointment than finishing a kick-ass Assault map just to
witness a crappy ending.
Eavy adds:
Even if the other team is better, the attackers should be able to
successfully assault the base, and the time difference should be based on
the skill difference. The better you are, the faster you win. So in the
beginning, the defenders have the advantage, and over time it shifts towards
the attackers as time runs out. So only when the defenders are really a lot
better than the attackers should a map not be completed. I think that would
be best according to the spirit of Assault.
Installment Five - Assault the Base

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