On August 13 2011 09:18 EatThePath wrote:
I wrote a response which was lost to the battery gods, which I'll remake at some point. It wasn't very divisive, but I still want to share my thoughts. Anyway, Barrin basically delineated in examples and details what I said in a metaphor about mapping being like writing a piece of music and how 4player maps are like different performances of the same song.
I don't think mediocre 2player maps should replace them but we should only hold up the most finely crafted and progressive maps. As to the idea of map challenges to get creativity flowing, I like it. However, against metaphor: that's like writing a catchy musical phrase. You still have to do a lot of work to put it in a song that turns out masterful, and you can't just evaluate it without context. Maps are exactly the same and you can only evaluate something by seeing the obvious and subtle interplay of the map elements and how they are used by players.
So, great for generating ideas but they still have to go into maps which are crafted over long hours in order to see "is this really something worthwhile I've hit upon?". That is why I want to see the innovations in the more breathable 2player maps to see how these paper planes fly, not just bend the wings differently on the same old style. Not that I don't like seeing a sweet fucking paper airplane regardless.
Ugh I'm a broken gumball machine of metaphors.
[edit] By the way, I specifically mean 4player rotational that gives left and right thirds. I think there is room for innovating with mirror symmetry, and there is a TON of space to do shifted symmetry style.
I wrote a response which was lost to the battery gods, which I'll remake at some point. It wasn't very divisive, but I still want to share my thoughts. Anyway, Barrin basically delineated in examples and details what I said in a metaphor about mapping being like writing a piece of music and how 4player maps are like different performances of the same song.
I don't think mediocre 2player maps should replace them but we should only hold up the most finely crafted and progressive maps. As to the idea of map challenges to get creativity flowing, I like it. However, against metaphor: that's like writing a catchy musical phrase. You still have to do a lot of work to put it in a song that turns out masterful, and you can't just evaluate it without context. Maps are exactly the same and you can only evaluate something by seeing the obvious and subtle interplay of the map elements and how they are used by players.
So, great for generating ideas but they still have to go into maps which are crafted over long hours in order to see "is this really something worthwhile I've hit upon?". That is why I want to see the innovations in the more breathable 2player maps to see how these paper planes fly, not just bend the wings differently on the same old style. Not that I don't like seeing a sweet fucking paper airplane regardless.
Ugh I'm a broken gumball machine of metaphors.
[edit] By the way, I specifically mean 4player rotational that gives left and right thirds. I think there is room for innovating with mirror symmetry, and there is a TON of space to do shifted symmetry style.
More 3 player maps please.