QUOTE(Clokr_ @ Apr 17 2005, 03:38 PM)
Carls, you are really wrong. Make a melee map is harder and requires more skills than making an UMS map. Make the terrain feel real, and give to all the players the same posibilities without using simetry wich doesnt look natural is quite hard. Make a bunch of triggers is way simpler. If you don't believe so, make a melee map, with doodads and all that things and (without looking at the equilibry between players) I'll tell you if the terrain is worth a good melee map.
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LMAO, I'm laughing too hard, I need to breathe. LMAO!!
sorry for using the acronym "LMAO", but I was seriously laughing my ass off.
Technically, all u need for a melee map is just...well...2 start locations. And all u need for a ums maps is 2 start locations AND 1-2 units. Let me ask you this:
In a melee map, can you have music?
In a melee map, can you have a storyline?
In a melee map, can you change the stats?
In a melee map, can you have your own CUSTOM gameplay?
In a melee map, can you have mods?
In a melee map, can you have spells?
In a melee map, can you have items?
In a melee map, can you have day/night time?
In a melee map, can you have the ability to walk into buildings? (other than bunker of course)
In a melee map, can you have a password system?
The list goes on.
And ALSO, I've seen people take 6-11 months to make 1 UMS maps. I've never heard of any melee guy doing that. And the melee maps made today, are maybe I'm guessing half as good as they can be period. maybe 1/4 or 1/5 for the sake of arguement. UMS have such a larger limit, you're able to make a PW RPG that can be so big, that it takes like 50 hours to beat it, and it spreads up into like 5 diff maps.
I got some respect for Melee map makers, but don't dare compare it to UMS like that. Ums has no limit, except the human limit.