RQ3 Mapping Theory

So far, Reaction only has one gameplay type: Death Match. Eventually, other gametypes will be implemented, much like AQ2 evolved. Future gametypes will be Team Play and Espionage. Espionage involves scripted scenarios, such as Capture the Briefcase, Assassinate the Leader, Escort the VIP, and Capture and Hold. When designing a map for RQ3, determine what gametypes your map will support. You don't necessarily need to support every possible gametype. In fact, your map may be better if you focus on a few gametypes. Often deathmatch maps aren't good for teamplay and vice-versa.

There are many other 'realism' based mods out there. What sets RQ3 apart is mad speed and crazy fun. The strafe-jumping, trick-jumping, and kicking that made AQ2 so much fun are all still there. The focus for designing good Reaction maps should be gameplay. Making it look good is important, but it's imperative that it plays good. The most popular AQ2 maps (several of which are being brought to RQ3) had a smooth layout, played fast, and had fun jumps. Try to limit the number of dead ends and 'camping spots'. If players want to camp, let them go play one of those slow-ass realism mods.

We want aesthetically pleasing maps, but be careful not to add so much eye-candy that the frame rates suffer. If you need to choose between performance and looks, favor the performance. Try to make things look as realistic as possible without going overboard. See the Performance Testing section for an explanation of how to make sure your map will perform well.



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Last updated: February 17, 2002
Valid for RQ3 Beta 2.1