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idea for a map, does it suc?

Posted: Thu Jan 19, 2006 12:07 pm
by S@M
I like the idea of a series of long parallel corridors, with teleporters along their length, linked to teh corridors along side them, also a few jump pads which can be used to rocket jump between corridors (no ceilings).

There would be some armour and health, and ammo near the centre of each corridor so players have to go get them, not just hang near a teleporter.

does that sound like a fragfest of fun? rocket and rail based, or just rocket and sg?

Posted: Thu Jan 19, 2006 1:29 pm
by voodoochopstiks
It doesn't sound too exciting or popular, sorry :D

Maybe someone else thinks differently though :D

Posted: Fri Jan 20, 2006 12:23 am
by S@M
okay, more I think about it, the gameplay would suc, same with if it was concentric circular corridors with doorways between them.

Posted: Fri Jan 20, 2006 12:27 am
by AEon
It could help if you sketched a layout in Photoshop, or on paper and scanned that, and posted it here. That way folks could far better comment and suggest things. If you will :)

Posted: Fri Jan 20, 2006 3:20 am
by Foo
S@M wrote:okay, more I think about it, the gameplay would suc, same with if it was concentric circular corridors with doorways between them.
Level Design is one of those disciplines where keeping it simple doesn't yield the best results. If you can describe most of the gameplay of a level in one or two sentences, chances are it's not going to be sufficient depth to capture an audience when playing.

Some of the simplest Q3 levels I can think of are Q3Tourney2, Q3DM17, but when you get down to it you can only really describe the surface of the gameplay on these levels in simple terms, the complexity of the item distribution and such complicate matters in more subtle ways to produce gameplay which isn't all that simplistic.

For FFA, this isn't a big deal - the 'rules' for an FFA map are extremely lax. As long as there's ample space in the level and view blocking between areas, it'll work.

Dunno if that helps.