Dinkleberg's GMod

Full Version: What makes a TTT map replayable or fun to you?
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I wanted to get a feel for what the community looks for in a TTT map to aid those designing levels or hunting for suggestions on the workshop. Mods, feel free to move this to "TTT Suggestions & Help" if you think it's better there.

Why do you vote for certain maps? What makes them replayable and enjoyable for TTT? 

Here are some factors I can think of at the top of my head. Depending on your playstyle, you may have others, but feel free to use anything below with your thoughts. 

  • Deathmatching - maps that are just simply fun to fight on with any weapon. Good DM maps usually have some combination of close quarters and doors that allow traitors to engage in a fight and then flee without being caught out in the open (for example, innomotel vs crummy). 
  • Interaction/props - since TTT is an objectiveless roaming game for innocents until something happens, the map has to be interesting to some extent to keep players engaged. Good examples of this are: bread room on crummy cradle, tasks on amongus, knife game on orange_v7, party boat on roy, etc.
  • Traps, role-specific rooms - an extension of the interaction factor. Features like detective rooms with the ability to let innocents in and DR-style traitor traps seem to be widely loved.
  • Replayability - Good maps allow traitors to carry out a variety of strategies each round.
  • Theme or community culture - of low importance to me personally, but players do love the dink/minecraft/spongebob themed maps. 
  • Visual quality - I wasn't going to include this as most players don't seem to mind the very basic/LQ maps, but worth mentioning
I am writing this super late so I apologize if this seems messy. Let me know your thoughts!



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i like maps with no roof. the jetpack spam shitters are garbage when they can't push their head into the roof.
(06-18-2022, 03:08 AM)gilbert Wrote: [ -> ]i like maps with no roof. the jetpack spam shitters are garbage when they can't push their head into the roof.
Couldnt agree more
exploitable (not head sealing thingsy)
I'm into traps
Also chokepoint rooms/areas are fun to camp and funnel people into until one side is completely dead.
barrels
space to bhop/pulse cannon, not cluttered to the point where you're running into people every 5 seconds
half life aesthetic
RP capability (e.g. cruise stage, amsterville shops)
i like maps with easter eggs, rooftops is a perfect example

also more maps where you can't bhop as much would be cool
(06-18-2022, 03:40 AM)Mana Wrote: [ -> ]I'm into traps
Also chokepoint rooms/areas are fun to camp and funnel people into until one side is completely dead.
i too love traps and dead ends so long as they are useable not pretty much luck based
(06-18-2022, 03:40 AM)^aethy Wrote: [ -> ]barrels
space to bhop/pulse cannon, not cluttered to the point where you're running into people every 5 seconds
half life aesthetic
RP capability (e.g. cruise stage, amsterville shops)

this and singing
a main room for innocents to stick around in thats not open enough to be dangerous/unfun but accessible enough to not lead to a 10 minute camping round, i think offices garage is a good example of that
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