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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.
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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.