Gothic wrote:
Am I the only who thinks Jimmy sector has lack of ammo?
Sorry, the thing placement for my area was thrown together literally within the last few minutes of my shift. Honestly, I think it would've been better if we'd saved placing the non-crucial monsters/ammo/weapons until the map was done, as that method has worked wonders for me and allows the mapper more time to focus on maximizing the flow of the layout and getting the overall look of the map sorted out. It doesn't really matter too much, though.
Tormentor667 wrote:
Just tried your work so far, pretty nice stuff, pretty interesting but for some reasons it didn't make the chaos a lot better. I still get lost, it's a good thing to have this huge nonlinearity but the problem for me is still - while playing I have no idea where to go next.
Sorry, I wanted to make a bunch more changes than I ended up doing, but time proved to be a bitch.
Tormentor667 wrote:
Beyond, your area is very (!) huge... would be a good thing if the upcoming mappers wouldn't add these kind of scales (was never meant to be more than one room/area anyway), otherwise the map will be huge and nothing can be done about making it playable anymore.
I disagree with this. A map can be huge and nonlinear and still be entirely playable and fun, and not allow the player to lose himself. Played the
Vela Pax beta by Mechadon? The perfect example of stupidly huge maps (not to mention the insane levels of detail) that flow really well. These maps balance linearity and nonlinearity perfectly. It is
possible to get lost in amongst them, but Mechadon has designed them in such a way that it's actually pretty hard to do so, if you remember what areas you've already visited, and the locations of the keys.
I wasn't aware that we were restricted to just one room, by the way, so, sorry. But isn't that limitation a bit... er... limiting? Ever tried to build a map one room a time? It doesn't really work - you have to build rooms
simultaneously in order to ensure maximum flow - this way, you can make changes to the overall layouts of each room
as you make them so they don't conflict. A lot of the rooms in this map right now feel very enclosed, and some almost claustrophobic due to too many corridors, and I think this is born out of a lack of a clear vision of the end product.
A mapper needs to have the clearest vision possible for what he's making, or he ends up hitting multiple brick walls along the way. Projects where the end result is completely undefined can easily suffer from creative limitations in this regard that single mappers simply wouldn't encounter (as long they do a degree of planning beforehand).
Really, you should let the authors do as much as they possibly can. Obviously, making big changes (layout-wise) to other parts of the map will have to be discussed first.