How to Build a Conquest Map
>> Visit
AZN FTW's Conquest Guide for an in-depth take on what Conquest is and how to construct a map.
>> Visit
Gunnergrunt's Conquest Guide for yet another excellent how-to guide for building your map.
Building a Conquest map - like numerous other things encountered in life - can either be a conservative process or a liberal process; there is an established set of guidelines that should be followed in order to make your Conquest endeavor successful. For each rule listed, an example will follow of how it has been successfully broken; this being said, most if not all rules have variations. You can choose to create a traditional Conquest map, though there is also the radical approach to forging a Conquest. There's a great body of work to look to from both approaches.
Let's take a close look at the original Conquest map, "
The Cellars". This is the map from which the rules are derived; therefore, the it is the perfect reference point for describing the characteristics of a Conquest map.
- 1. Path Characteristics
- Symmetric: a Conquest map should be symmetrical. Mirror-image perfect, if possible.
- Linear: a Conquest map should consist of a single, inescapable, linear path with two ends.
- Narrow: the path should be narrow enough to keep battles head-on with little to no flanking able to occur.
- Meandering: the path should not be a straight line, there should be two or more symmetric turns.
- 2. Territories
- There should be 5 or 7 territories (must be odd number), side-by-side, along the line. The middle territory should be the point of reflection.
- 3. Weapons/Equipment
- SMG
- Magnum
- Spiker
- Plasma Rifle
- Plasma Pistol
- Battle Rifle
- Brute Shot
- Sniper Rifle
- Frag Grenade
- Spike Grenade
- Custom Power Up
Quote:
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Originally Posted by rusty eagle
All the weapons were chosen by AZN FTW because of their high magazine capacity. Those weapon choices excludes more powerful weapons leading to longer confrontations. Equipment were excluded because it is a linear fight. The use of equipment takes away from that. For instance whenever you use a regen you stop dead in your tracks instead of pushing forward. You simply do not run into your own power drain. You stay inside your bubble and do not stray into your flare. Conquest is not centered around tactics but brute power. What happens when two opposing forces collide? That is the spirit of conquest, there is no guerilla warfare. Kill or be killed and conquer land.
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There's plenty of room for variation, but there's also a pretty distinct line where your map isn't Conquest material anymore. The above list describes The Cellars (minus the Custom Power Up). Every map deviates from this formula in some way, and every rule has been broken at some point. It is not uncommon to see Plasma Grenades and Needlers used. Flame Grenades and Deployable Covers aren't common, but have been proven to work. These are the decisions the map maker has to make, and testing is always needed to reveal whether or not the deviation has merit.
A note on
spawns: Spawns can seem straight-forward, but there are a few things to consider. Obviously, teams should have starting points at opposing ends of the map, and the traditional approach is to have them respawn only there as well. This way, players must run all the way to the interface each time they die. This approach works just fine for small maps. In some longer maps, however, it's perfectly fine, a good idea even, to add a few respawn points along the path, closer to the center (no respawn points should actually be in the center). Be cautious with this because teams have been known to use this to their advantage by intentionally not taking their first territory to encourage the game to spawn them close to the center each time.
A known problem with many maps is "base-switching", where teams will overrun their opponent's first territory, causing them to spawn back at their base. A fix for this is to use spawn hives, which are high up / out of the way spawn rooms that are not part of the actual conquest path. Ideally, they should be inaccessible or overlooked by oncoming traffic.
Standard Deviations:
- 1. Tele-cages. Invented by Furious D 18, first appearing in Faction. Tele-cages allow a member of one team to teleport to the opposing team's side, but is then confined to a small cage. All they can do is shoot out. It's a one-way trip, and the cage must not be in the territory capture area. Additionally, it's important to make the cage small enough to only allow one person in at a time. This means the person standing in it must be kept in a position where he is blocking the receiver node.
- 2. Fence Walls. Another idea introduced by Faction that has gained popularity is dividing the two routes between teams with fence walls and shoot-through gaps. That way, the teams must still travel the path to meet their opponents head-on, but can take pot-shots at each other along the way. This adds a bit of variety to the action, and is another option for map-makers to consider.
Examples of Traditional Conquest Maps:
Examples of Radical Conquest Maps: