Thread: Level Design
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Old 06-30-2008, 08:35 PM   #10 (permalink)
Zarcath
is a little tea pot.
 
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Join Date: Jan 2004
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Which is another big thing I'm sure you know - block the map out first, detail only what you know is good to go. Even a simple mistake like gettinga room's proportion wrong can ruin hours of detail if you're not careful to pace yourself and make sure to check the map out periodically.
Do you follow any sort of mathematical guidelines when making areas or do you base it mostly off the feel of it? When I was working on my 2fort remake, I started out with the bridge/front area, and then pretty much based the rest of the proportions off of that. What "felt" right when I was running around.

Is that acceptable though? in your experience mapping? Should other experienced/good mappers "get" what you're doing?

Since I've played FPS's for so long and so many different types of them, I'm not sure if i'm meta-designing them too much (choke points, sniper nests that can leave you exposed from certain angles, corridor/door alignment for firing arcs). I tried showing it to someone who wasn't into FPS games and they didn't get it at all and were more interested if it looked cool or not.
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