Hey everyone. Was bored last night so I threw down a couple squares in GTKRadiant and started to add a brush here, a brush there and ended up with this random map.
No items. One texture. Ambient Lighting. Just curious about what others thought of the outcome of the layout. I don't like the fact that I seem to always end up at the jump ramps when I run through the map though.
heres the page to download it from since filefront uploading is down for a bit.
http://www.aptoshs.net/~bhaston8217
Look forward to hearing replies whether they're good or bad lol. I want to hear what you guys think =P (I say not bad for randomly adding brushes with no idea of what I was doing)
Q3 - A Map With No Direction
Difficult to comment on the map.
From flying through the map I usually get a feeling for how it plays. So some impressions:
From flying through the map I usually get a feeling for how it plays. So some impressions:
- The most corridors feel like you have to run a maze.
Obviously without items, it's not clear if those maze-like corridors could be worth it.
Personally I'd try to make them shorter, and condense the map more. - The other thing I noted was the lack of obvious "rooms" or open arenas that could become interesting battle areas.
I'd try to define 2-3 battle arenas or "rooms", and build paths between them that can be angled, but as short as possible. - I also noted at least one very low Jump Pad, might prefer to use a ramp or some stairs there instead.
- The map is alot larger than one expects on first sight. At present I like more condenses middle sized maps, but that's just my current fad
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
yea I want to condense the map. The halls are much larger than I intended but it was a result of me puking whatever came to mind on the screen.
The intention I had overall was to make open ledges that would be difficult to camp at because there were too many entrances to keep an eye on. I also wanted to make sure that there werent any halls that were too long. I wanted lots of corners to keep people from being shot down a lengthy hall.
When I get home Ill toss the map into my mental blender again and see what pops up lol.
Thanks for the comments and yes, they do help.
The intention I had overall was to make open ledges that would be difficult to camp at because there were too many entrances to keep an eye on. I also wanted to make sure that there werent any halls that were too long. I wanted lots of corners to keep people from being shot down a lengthy hall.
When I get home Ill toss the map into my mental blender again and see what pops up lol.
Thanks for the comments and yes, they do help.
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Once again I tossed another random map together with no layout/design in mind.
Two textures. Meta compile.
This time I quickly tossed in some items just for you AEon hehe =) You seemed to dislike the fact that the last map was lacking some items.
Again, rather... large as far as halls tend to go but this time I tried to avoid the whole labrynth thing and instead connected a few larger rooms together.
Download available at Filefront HERE
Two textures. Meta compile.
This time I quickly tossed in some items just for you AEon hehe =) You seemed to dislike the fact that the last map was lacking some items.
Again, rather... large as far as halls tend to go but this time I tried to avoid the whole labrynth thing and instead connected a few larger rooms together.
Download available at Filefront HERE