I am sad to see that not very many think field design is important for the game and the outcome.
i hope you don't need grief counciling.
unfortuatly i agree with you Christian....
Ok here's what i think:
Field layout makes a huge difference in how the game is played. When i design fields i start with a design that i know works. I make continuous modifications, (and i draw lots of little drawings) until i have worked out something new.
Bottom line is, if you you want to change the field design, do it a little bit at a time. It's easier on the players, as they get used to the changes in smaller adjustments.
I design a lot of Xball fields these days. I have generally the same configuration, with tall bunkers down the tape closest to the pits, and a snake of some sort down the crowd side. I have a back center bunker, and atleast one bunker in the back center (it's required to be 2 meters from the penalty box) and of course the X standing up in the center. From this basic configuration you can have a lot of very different field layouts. You can have back heavy fields, which accomodate lots of shooters, or you can put a tiny bunker in the back center which makes teams have to break for the corners.
I always design a field with a God bunker or two. The God Bunker is one that you can live forever in, and lay waste to the armies of your enemies from, but it comes with a price... it's damn hard to make! Usually this is a great big Dorito (T-bag to the dentaly impared amongst you...)
To counter the God Bunker, you need at least one bunker that can guard access to it, but again it comes at a price... usually this bunker is a b!tch to survive in.
Snakes... They should alway reward you for crossing the 50. When you cross over the 50, you should be rewarded by lots of packs of unsuspecting victims... but it should also be easy to counter the snake attack with someone at the other end of the snake. I hate classic snakes, unless you put little cubes in them to get tucked up behind. Also, i don't like to put tall bunkers over the end of the snake, because it's too easy to drop shots in. Personally i love ladders, because i actually fit in them.
Blind spots are wicked to design. I think of fields from the perspective of the dude sweetspotting from the 12s (back center) first. I place mid field bunkers to create 'shaddows' or blind spots. They're great because i can stand in the shaddows and rip my gun, looking like a superstar, while the bad guys shoot the lanes... where i'm not! Personally i hate fields that allow you to stack a whole load of guys in the back center, and i like to punish this by chosing a bunker that's hard to survive with more than 1 dude in it.
Ok, Millennium fields. Too many bunkers i think for starters, i'd drop at least 4 from each field.
Personally it looks to me like the guys designing the fields were trying a little too hard to make them original. I mean these fields were WIERD! My suggestion is to make the fields more conventional, and look for more basic geometry. More snakes are great.
However i really liked the way the M on the Millennium field was turned side to the crowd. This i thought was a great solution to what we saw last year (2004)
The bottom line is, if you change 1 bunker, you can change the way the entire field plays. If you put a huge bunker in the back center, you will have teams stacking lots of shooters in it. (remember the RPS field at Campaign Cup the last year it was in Crystal Palace) If you have a snake with lots of big bunkers in it, and easy access to get into it, then it will become the center of action (Spyder field snake at Malaga Beach).
You don't think it makes a difference? Paintball fields are like maps for videogames like counterstrike for example. Not all maps are equal, some are total classics, and get played on EVERY server. Dust anyone?
Game makers spend countless hours researching what is fun, and what is not. If a field design really works well, why not use it again and again?
I think the bottom line is, start with something that works, then change it a bit. Keep changing it and in several generations it will be something totally new. You don't have to re-invent the wheel, so spare the players the discomfort of playing these 'over designed' fields.
Finally, get 1 guy to do all the fields. Then the series will have some consistency. Vivian used to do a great job of designing fields like this...
I have a saying ' a camel is a horse, designed by comittee'.
(if you don't get it, send me a PM)
The Xball template will be available in a week or two.
I'm working on a way to export the field designs into an online 3D viewer, that will allow you to actually walk the field. It's similar to what i do when i'm checking the angles for sweet shooting lanes...
Stay tuned.