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Re: What makes a nice map? | ||
Posted By: RyokoTK | Date: 9/30/05 7:11 a.m. | |
In Response To: Re: What makes a nice map? (Forrest of B.org) : On the other hand, avoid my big problem with mapmaking: designing the map
: I had some notion once upon a time to first build things like that, and then
: In other words I'm no good at filler; coming up with extra things to go do in
Forrest has it right. Maps that are "real" suck ass, whether or not they're netmaps or solo maps. This isn't a knock at Eternal, it's just a general principle. The idea is to make a map whose design seems plausible, but design it in such a manner that the player can't just shoot from entrance to exit, like what would happen in a REAL place. For instance, the starship Marathon is like the least realistic design of a spaceship, ever. If you were going to design a more realistic spacecraft, it would probably feature a lot of small, cramped rooms, with a couple main hallways that go from the bow to the stern, and conveniently, centrally-located elevators that provide free access to every deck, which would look great architecturally, but it would be boring because your mission objective would be in some main, easily-accessible room (like the bridge). If you want a good "plausible" spaceship, going on this example, "The Exit Door Leads In" from Rubicon would be a great choice. It's a retarded design for a REAL spaceship because of all the damn locks and stuff, but the spaceship could exist, and it's designed in a way where the player can't just shoot from the start location up to the bridge and then out the nearest airlock. That level takes forever for me, every time. Good work, Chris. :P At any rate, from Rubicon, a poor example of a spaceship level would be the level "Not *This* Again." This is a level where about 95% of the rooms just make no sense at all (the fact that it's based on an M1 level doesn't excuse it). The whole level consists of big rooms and big hallways but none of them seem to serve any purpose. To summarize this post and also to apply it to any level: make levels that seem like they could have a purpose, but don't actually try to define the purpose. If you call a level a prison because it has a few places with locked up BOBs, most players will accept the fact, despite that most of the level isn't really much of a prison, or even like a prison. In fact, most people would appreciate it, because prisons suck. |
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