Tango
Senior Member

Posts: 1432
Registered: 04-06 |
NitroactiveStudios said:
Also, on the Illuminatus: Episode 1 /idgames page, I got this review:
It made me think I might have to fix some of they maps a bit to make it seem better. So should I get rid of some of the doors and COMPPANEL flats? Some suggestions and advice would be nice.
i haven't yet played your maps, but...
lately when i've been designing sp maps, i've been trying to stay away from doors almost completely, with the only exception being keyed doors and stuff. i think a lot of mappers, especially in their first years, tend to see mapping as generally just a string of rooms put together, which i suppose it really is. but when someone starts building maps as if it's one big *structure*, rather than a series of small parts, the flow improves and the design gets a lot more interesting. (see any of Mechadon's SP maps, as they're all designed like DM maps but it still works really well)
so i would try thinking about it like that. instead of sitting down and thinking "i need to build a few rooms in this map today," go into it with the mindest that you'll be *expanding* on what's already there, building tunnels where the room shapes suggest they should be, adding windows and adjacent areas on surfaces (rather than just slapping a door in the middle of a big flat wall).
also i think everyone at one point or another was addicted to the COMP textures, thanks especially to tromentror667. imo flow is much more important at this stage, and once you get that down then you can focus on also detailing in a similar way, i.e. letting room shapes suggest places to add layering etc, rather than simply putting a COMP panel in the wall to fill the void.
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