i liked your dark areas in your map, you could have left most of them in that way. but there are also bright areas needed. not just for balance, but also to outstand the dark areas
since marines dont need to have a second base for all technologies, only five tech points for a map are needed. 4 are too little, and six are too much. (imho!) I think the map layouts in the mapping guidelines are outdated, due to the marines-dont-need-to-expand fact
please consider this when creating a new layout. a pretty map, wont be popular if its clearly unbalanced.
fmponeJoin Date: 2011-07-05Member: 108086Members, Squad Five Blue
<!--quoteo(post=1866342:date=Aug 4 2011, 11:49 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Aug 4 2011, 11:49 AM) <a href="index.php?act=findpost&pid=1866342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i liked your dark areas in your map, you could have left most of them in that way. but there are also bright areas needed. not just for balance, but also to outstand the dark areas
since marines dont need to have a second base for all technologies, only five tech points for a map are needed. 4 are too little, and six are too much. (imho!) I think the map layouts in the mapping guidelines are outdated, due to the marines-dont-need-to-expand fact
please consider this when creating a new layout. a pretty map, wont be popular if its clearly unbalanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for all your input. Let me just say that I've gone the completely other way with my next map, focusing on layout and visibility. During the process of this failed map I learned a lot about what works and what doesn't, so hopefully I can impress you guys with pretty screenshots that aren't just "scenes" thrown together to make a map.
Loved what you had going there with some areas (the big vertical/2bridge room, ...). Might be worth trying to keep some elements from that in your new level.
i think the windows thing you got happening in some areas is awesome. I always like that kinda stuff in maps where you can see whats happening in another corridor on the opposite side of the room/corridor youre in. I thought the eerie darkness thing you had looked kinda cool too, almost looks like green slimy walls on my view :/
Comments
since marines dont need to have a second base for all technologies, only five tech points for a map are needed. 4 are too little, and six are too much. (imho!)
I think the map layouts in the mapping guidelines are outdated, due to the marines-dont-need-to-expand fact
please consider this when creating a new layout. a pretty map, wont be popular if its clearly unbalanced.
since marines dont need to have a second base for all technologies, only five tech points for a map are needed. 4 are too little, and six are too much. (imho!)
I think the map layouts in the mapping guidelines are outdated, due to the marines-dont-need-to-expand fact
please consider this when creating a new layout. a pretty map, wont be popular if its clearly unbalanced.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you for all your input. Let me just say that I've gone the completely other way with my next map, focusing on layout and visibility. During the process of this failed map I learned a lot about what works and what doesn't, so hopefully I can impress you guys with pretty screenshots that aren't just "scenes" thrown together to make a map.
I always like that kinda stuff in maps where you can see whats happening in another corridor on the opposite side of the room/corridor youre in.
I thought the eerie darkness thing you had looked kinda cool too, almost looks like green slimy walls on my view :/