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Re: Eternal Volunteers - Boiler Room | ||
Posted By: Forrest of B.org | Date: 1/4/05 3:12 p.m. | |
In Response To: Re: Eternal Volunteers - Boiler Room (Adam Ashwell) : I think an ideal map would have a balance of realism and creative design.
My preferred take on this, which I don't always follow through so well as I would like (though the old Lava version of Boiler Room was a perfect example of Method A done right), is to follow one of two methods: Method A) Build a perfect, realistic, optimally designed space for humans... and then break it. Something is malfunctioning. Something is damaged. For some reason this optimally designed space is not working as optimally as it was designed. This allows for creative mapmaking in what is broken where, what workarounds are available, etc. Method B) Build a perfect, realistic, optimally designed space... for NON-HUMANS. Thus making your human player-character have to work around the idosyncracies of the non-human builders' way of doing things. Favorite example: the S'pht can fly. You can't. Therefore, some S'pht structures are less than idea for human passage, by assuming that anyone in here could just fly up that wall. And again, I didn't follow these methods nearly as well as I wish I had, and in some cases I wanted to but couldn't find a good reason (a human-built area with no good excuse for being damaged, etc). |
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