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Mappack #595, 4 Floors WxW Collection submitted by Triad

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Lupastic:
just a wormy question: you meant to write 4 walls? (whats 4 "floors"?) nice maps tho :D

Triad:

--- Quote from: Lupastic on January 29, 2024, 03:13 PM ---just a wormy question: you meant to write 4 walls? (whats 4 "floors"?)

--- End quote ---
No, I meant 4 floors. Think of WxW maps like a building:

This one has 3 floors:


And this one has 4 floors:



--- Quote from: Lupastic on January 29, 2024, 03:13 PM ---nice maps tho :D

--- End quote ---
thank you :)

Lupastic:
well this is something I indeed never heard of oO =D why is this taken into consideration? I mean, a wxw map having multiple floors is like making them more difficult? cuz there are some maze-like w2w maps out there with just 2 floors/levels that are way too hard already to rope in 30 sec

TheKomodo:
Very nice maps! Thanks.

Triad:

--- Quote from: Lupastic on January 30, 2024, 03:20 AM ---well this is something I indeed never heard of oO =D why is this taken into consideration? I mean, a wxw map having multiple floors is like making them more difficult? cuz there are some maze-like w2w maps out there with just 2 floors/levels that are way too hard already to rope in 30 sec

--- End quote ---
Indeed, there are several ways to make a WxW map more difficult. Since you asked about floors, and brought up examples other than the number of floors, let's take a look at the factors that affect the difficulty of a WxW map apart from non-linearity:

* Size: Imagine two WxW maps of the same complexity and number of floors, but one is 1920x1080 and the other is 3000x1080, it is obvious that the larger one will be more difficult.
* Complexity: The maps in this pack are all 1720x800, but the difficulty levels are quite different, because they have different levels of complexity.
* Number of Floors and the Size of Paths: All classic TTRR maps are 1920x696, but tighter ones takes more time to finish, right? Tighter = More Floors and Narrower Paths.
* The "Racing Line": In motorsport, racing line is the optimal path around a race course. Let's take a look at 4F05, Heaven, to demonstrate the racing line aspect in WxW (refer to image below). If there is no crate to take or a worm to attack in the bottom floor of the left side of the map, the white racing line is the most optimal path, effectively ignoring the marked portion of the map. This racing line will allow you to finish your turn faster. Some maps like Heaven, or Life, have many alternate racing lines depending on the situation (because there is no single path).



Now if you ask me why I went for 4 floors instead of bigger WxW maps with 3 floors:

* Working with more floors allowed me to come up with more unique, creative map layouts. I mean, doesn't the diagonal part in 4F05, Chaos, look too tempting to do a swoosh? ;D
* All vertical and horizontal paths are 180px wide, making it slightly tighter than most WxW. To me, it has the perfect path size; neither too wide to make roping too easy, nor too narrow to feel like a TTRR.
* I also wanted my maps to be smaller than 1920x1080, so they would be perfect for 1080p video recording or streaming. :D

--- Quote from: TheKomodo on January 30, 2024, 06:26 AM ---Very nice maps! Thanks.

--- End quote ---
Glad you liked them. :) Enjoy!

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