Pavera
Senior Member

Posts: 1318
Registered: 07-08 |
Your locked doors aren't flagged as such. I would focus less on small details (such as cutting tiles out of the floor), and more on the bigger picture for a more solid aesthetic. What I mean is, try using height variation and textures to present visual appeal rather than empty rooms with 1x1 grid details.
Linearity isn't necessarily a bad thing, either. But, here the level simply moves in a shapeless line. Next time, try to think of what kind of overall shape the flow of the level will make. This will help with your level's sense of cohesiveness and inter-connectivity. It's interesting to revisit an early area of the map from a different point of view.
Take E1M1 for example. The entire layout takes place in sort of a C-shape which is centered around one set piece that can be viewed from almost every angle of the map. The player can also gaze outside the window and see parts of the map he/she has visited/will visit. This adds to your map's sense of place.
I think with more practice you'll be able to do it. A layout with good flow is key to a great map. Try just building something that's fun to run around in. You don't even need to texture it or add any monsters. Once you've got that, you can go from there.
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