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Q3 - A Map With No Direction

Posted: Wed May 24, 2006 2:05 pm
by Silicone_Milk
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)

Posted: Wed May 24, 2006 2:50 pm
by AEon
Difficult to comment on the map.

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 :)
At least that is what I am presently trying to do in AEdm7. No idea if that is any help to you though.

Posted: Wed May 24, 2006 5:28 pm
by Silicone_Milk
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.

Posted: Thu May 25, 2006 4:34 am
by Silicone_Milk
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

Posted: Thu May 25, 2006 10:42 am
by AEon
"Dislike" is probably a too strong word.

My own maps, upto recently never had items in them up to the first beta release. But IMO it helps nail down the gameplay to know why one should take this route or that route.

Posted: Thu May 25, 2006 10:59 am
by Fjoggs
The brushes should be placed with the items in mind, not vice versa.