Offense-Defense Balance
The second concept to understand is the balance between the Offense and Defense. You can usually sum it up between Offensive Proximity and Defensive Stronghold.
Offensive Proximity (also called pace or momentum) is what you change if the offense is too weak or strong. This is a measure of how quickly the offense can get to the playing field (the defensive stronghold). Transit times should NEVER be excessively long, but most reasonable maps should not try to make them too short. Offensive Proximity is a critical concept to any map.
Some classic examples of Offensive Proximity are Gauntlet and Ultima Thule. Gauntlet's offensive base is far from the defensive base, mostly to prevent disruption and force usage of vehicles in your attack. On the other hand, Ultima Thule's defensive base is just a quick ski down a hill from the offensive base (and it is easy to overshoot in Classic MOD).
Maps that put the bases 1000m from each other are boring as hell, while maps that put the bases in the same building are frantic as hell. The challenge of close proximity maps is in preventing disruption. If you want an outdoor map with vehicles, you would need at least a few hundred meters (do NOT go above 800m). If you want to do an indoor battle, then you should keep the distance between the bases to a minimum.
Defensive Stronghold is what you change if the defense is too weak or strong. This is a measure of how difficult it is for the defense to be defeated on a map with two equal teams. This is much more difficult to balance than Offensive Proximity. You need to understand how the defense operates, between deploying turrets, defending chokepoints, and so-called "Cowboy Defense" (by me; go ahead and call it a repairist if you want).
Deploying turrets is self-explanatory, but it should never be underestimated. Think about what rooms are practically begging for a brilliant turret setup, and try to minimize the value of turrets in other locations. Defending chokepoints is basically defending areas in the base where people need to go to hit the objectives. "Cowboy Defense" is basically a guy who goes and grabs a repair pack for the sole purpose of going around and repairing generators that the offense has left behind.
Some classic examples of poorly-used Defensive Stronghold usually include custom maps. Maps that have way too many generators are not likely to be capped, even with a weak defense. These maps often include terrible proximity problems. One example of this is PearlHarbor. With four generators to destroy to even enter the main base, and two generators to destroy to get there, it was pretty much impossible to capture without the offense being heavily organized. Yet, once the offense was organized, it was pretty much impossible to defend anything except the main base.
Classic examples of a well-implemented Defensive Stronghold includes upper-tier custom maps and most of the base Dynamix maps. Maps that have a lot of generators in about the same place, or maps that have few generators are more likely to be capped with a good offense. Proximity can be a major factor in this as well. Look at maps like Icebound, Ultima Thule, Solace, and Desert Wind.
Icebound has a very minimialist setup, with two generators right next to each other being the only obstacle to victory. This is a map that is more about denying access to the generator room than defending the generators themselves. "Cowboy Defense" is at a minimum in this map.
Ultima Thule has five generators; two in the North Forcefield Generator building and three in the main base. You need the forcefield generators down to hit the base. However, the defense cannot spawn at the forcefield building to bring those back online; they have to walk. Meanwhile, the three generators in the main base have close proximity to each other. A talented heavy against a weak defense could take all three down and capture, while a strong defense can focus their work primarily on the chokepoints and invincible areas. You could honestly write an essay on this map, but I'm not going to.
Solace has four generators; all in the same main base. You need to hit the Forcefield Generator to hit the Center and South generators, while the North generator is right next to the switch. There are many generators in the base and many inventory stations. This map is well-designed for both Cowboy Defense and deployable equipment. At the North Generator, deployables are often used alongside heavy/shield defense to keep the base from being captured when all the generators go down. At the Center/South Generators, Cowboy Defense is often used alongside defense primarily focused on killing people because heavies like to move between the two generators and hit both of them.
Desert Wind is a bit of an oddity as a Siege map. Made by alingis, it is a very difficult map to get into unless you are very experienced with Siege. The proximity of the offense base is very close, while being very difficult for the defense to cause a disruption. The forcefield generators sit outside, and the offense has to hit them to enter the main base. Once the main base is opened up, there are five (!) different generators in the main base. However, these generators do not have to be down at the same time; they help to open up the capture in the basement. In the basement, there is a very unorthodox forcefield setup that allows players to advance closer and closer to the switch based on what combination of generators are down at a single time. In addition, there is a secondary way to the switch (commonly called the "blue forcefield route", "layered defense", or "ordered fields" which has five different forcefields in order of the generator setups. Due to the nature of the map, the five generators are not as important as the ability of your team to hold their own in the basement. Cowboy Defense repairists can become a serious problem in this map as they can mostly go around and repair generators at will. Deployers like the basement because it is their path to victory, and because you honestly need to be a coordinated team to be willing to TK your own generators just to get at someone hiding in blue forcefields.
What is the right answer to making the defensive stronghold? There is no single right answer; if there was, then Siege would be boring as hell. Some people like to take a minimalist approach, while some like to throw generator after generator on a map. Obviously more is not always better, but less is not always better either. You seriously need experience in Siege to know how the map will operate. The rule of thumb is to use 2-4 generators based on offensive proximity and the proximity of the generators from each other. Requiring a team to split into 3-6 groups that must all be successful at their mission against overwhelming odds is not a good idea.
Even moreso than the generators, you need to worry about inventory stations too. Too many mappers insert 15-25 different stations into a single map all over the place without thinking of the consequences. If the stations are powered by all the generators on the map, then it will be almost impossible to deny the defense equipment. Sometimes this is a good thing. Sometimes it is not. Also think about the repair packs and their proximity to generators. Every single object you place on a map is another thing that attributes to the balance.
(did anybody know there was a limit to how much you could post?)Statistics: Posted by Red Shifter — Fri Dec 08, 2006 6:31 pm
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