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Re: What makes a nice map? | ||
Posted By: Forrest of B.org | Date: 9/30/05 6:34 a.m. | |
In Response To: Re: What makes a nice map? (C Lund) : Oh, some other tips: Try to make your maps represent real places. Simply
On the other hand, avoid my big problem with mapmaking: designing the map like I would design a real place with the function that that place is supposed to have. It winds up making things extremely simple and straightforward, everything neatly and symmetrically arrayed, and players can for the most part just run straight from place to place to do what they came there to do. And that's boring. I had some notion once upon a time to first build things like that, and then break them (make it so the normal way is for some reason unaccessible, and players have to take a more convoluted route). That didn't seem to work so well either. Not sure why. Still boring. In other words I'm no good at filler; coming up with extra things to go do in the map besides those required by the mission objectives. And when I do come up with filler you can either run right through it or past it, cause that's how a good real-world floor plan would work. You don't want (in real life) people having to explore your building to get to where they're going, but in a map you DO want players to be able to, and sometimes have to, explore. |
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