Board Thread:R2D - General Discussion/@comment-26043932-20150920231742

Due to some people attempting to make maps for R2DA I'm going to make this thread to help them out. '''The information in this thread isn't 100% accurate and was written in R2DA's early development which means that small parts are theorized and are based on opinions, these standards are taken from official sources and some are from the community. Hopefully this will reduce the amount of low-quality map threads being made. I will add to this thread if there is anything necessary missing.'''

Place decided that R2DA will have better standards for maps. Since the community has been complaining about low-quality maps and Place made a post related to the topic, I can assume that the standards will be close to this.

Map design that supports R2DA's gameplay. Depends on map size.

Moderate amount of detail. (No half-assed blocky builds) (A tiny amount of meshes)

Place is aiming for a retro feel in R2DA so maps don't necessarily have to be dark but it shouldn't be ridiculous to the point that it looks like it came from Mario Kart.

Supplies should be scarce like in R2D3.

Zombie spawn points are recommended to be put away from ammo tables to prevent spawn killing. Zombie spawn points should also be put around the map like in R2D3.

The map shouldn't be too open nor too enclosed for fine gameplay.

Invisable barriers are essential so assholes don't exploit the game.

The escaping vehicles should have enough seats. (16)

Maps shouldn't be made this early in R2DA's development because of gameplay and map standard issues.

TLDR:  If you lack the ability to read this short thread then consider leaving this thread.

 