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Re: The politics/philosphy of mapping | ||
Posted By: C Lund | Date: 8/16/06 11:03 p.m. | |
In Response To: The politics/philosphy of mapping (Aaron Sikes) : I'm curious as to what people's general mood is towards mapping in terms of
: I got started thinking about this after reading some of the old posts re: the
Well, if you don't like your own maps then chances are nobody else will either. So you should make the maps "for yourself". But one should also keep in mind that the maps will be played by people who don't know every single polygon by heart. This is why I make sure that non of my maps require that the players find secret doors, or need to strafe-jump, grenade-hop, or any other special trick. Cow Pushing is (hopefully) the one exception to this rule, but then it's a secret level. Another thing to keep in mind is that no matter how well you design your maps, there will be players who won't like them. The original release of Rubicon was hated by some for it's lack of flow, while others praised it for the flow. Some hated it because the levels were non-linear while others loved it because the levels were non-linear. There simply is no way to please everybody, and if you try you'll end up with levels that are like airline food - boring and utterly forgettable. So make your levels the way you like them. Find some betatesters who hopefully have a similar taste in maps as you do. Listen to what they have to say about your maps and make the necessary fixes. That's how I feel about it anyway. : AS
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