What I like most about Descent
I hope people don't mind me posting this here, but as a former mapper I just wanted to offer some praise and make some observations, so I'm hoping the Descent mapper hangs out here.
A lot of people like the new Descent map, and I think most will agree it is a beautiful map. However, one of the main reasons I like it has very little to do with how it looks from a aesthetic viewpoint. What I like most about Descent is how the mapper has taken time to design the map to feel like it is part of 'something bigger'. By this I mean that as you travel the map you'll see..
-Bulkheads
-Airlocks
-Doors
-Windows
-Forcefields
-Shuttle bays
-Access points
See what I mean? To the player, instead of feeling like you're in an aquarium, it feels more realistic. You feel like there is a world beyond the walls that you are confined in. You're part of 'something bigger'. Even though you may not be able to go through that locked bulkhead, it makes you feel like there is something on the other side.
About the only thing I don't like about Descent has nothing to do with how the mapper made the map, but is more the game mechanic. The map looks so good that the resource nodes really look out of place. This is something that perhaps UWE can work on one day to offer mappers a choice of a few styles of resource nodes and extractors, so that the design can fit better with the environment you create.
But it's a great map to look at as an example of how you can create the illusion of size.
A lot of people like the new Descent map, and I think most will agree it is a beautiful map. However, one of the main reasons I like it has very little to do with how it looks from a aesthetic viewpoint. What I like most about Descent is how the mapper has taken time to design the map to feel like it is part of 'something bigger'. By this I mean that as you travel the map you'll see..
-Bulkheads
-Airlocks
-Doors
-Windows
-Forcefields
-Shuttle bays
-Access points
See what I mean? To the player, instead of feeling like you're in an aquarium, it feels more realistic. You feel like there is a world beyond the walls that you are confined in. You're part of 'something bigger'. Even though you may not be able to go through that locked bulkhead, it makes you feel like there is something on the other side.
About the only thing I don't like about Descent has nothing to do with how the mapper made the map, but is more the game mechanic. The map looks so good that the resource nodes really look out of place. This is something that perhaps UWE can work on one day to offer mappers a choice of a few styles of resource nodes and extractors, so that the design can fit better with the environment you create.
But it's a great map to look at as an example of how you can create the illusion of size.
Comments
This and techpoints, a really cool idea. Even if they are just slightly different, less grungy for the cleaner looking maps or something. But some variance would be pretty cool.
I've been known to frequent the mapping forums from time to time.
And yes, I did take alot of time to create an area that made a good playing space, but also offered a glimpse into what could lie beyond the boundaries of the gameplay elements. I always thought it created a great experience for those of us who appreciate detail.
Perhaps I can convince Cory to get some cleaner tech points and resource nodes, would be a nice addition, and as we have newer maps in the work that will be a cleaner style like descent, I think it would be worth the effort.
Even if its just a few pics of the initial sketches and early layouts. Its criminal how little information on the history of these lovely maps is shared with the public.
I felt it was important to recognize not only your effort, but also your vision. You didn't create just a map, you created an environment. It's something that cannot be understated. While many players may not perceive the difference, it's why you get threads that - sadly - say crude things like this. I like refinery, and I know how much work must have gone into it. So Andrew really doesn't deserve that kind of criticism. Yet it does highlight how people can see the difference when given something to contrast it with.
I agree. While I know we can't be asking for extractor changes for each style of map, I do think that we could 're-imagine' a means to make an extractor (and maybe tech point) better blend into an environment like yours. Perhaps the extractor and res node could have a different footprint as well. Instead of short and wide, perhaps tall (marine height) and thin. Or circular.
Simple example, smaller versions of the four devices you have on Descent in 'Gravity Control'. They could easily pass for some kind of device that would fill the role of an 'extractor'. They have the 'look' like they're doing something, and they would also allow a mapper to put it in a location that would benefit from something taller.
While the current extractors look fine on 'factory' style maps, they do stick out a bit on a map like yours. Heck, perhaps it could even be something that wouldn't have to be an either/or choice. A map could have a 'modern' extractor in one area, but the mapper could define that the original extractor be used in a section of their map that is more suited to it. (same with the base-plate the extractor sits on) If Cory could come up with alternate base plate extractor/tech point designs that would be great.
You get the idea anyway. Like I said, I just wanted to point out the 'environment' aspect in your design since I feel it's a great example to up-and-coming mappers on how they can add character to their maps beyond the aesthetics of the interior design.