deimosoft
Warming Up

Posts: 16
Registered: 11-12 |
FWIW I don't think you actually need to scrap too much. From just seeing the overhead view I think you have lots of opportunities to interconnect these areas, which might help with map flow.
When I map, I try to think of a purpose for each room (i.e. removing an obstacle, giving a new weapon, etc.), and a way to make that room fold back on an earlier part of the level where you can take advantage of whatever the last room did. I'm having a hard time articulating this, so here's an example:
I don't find it to be much fun if I'm following along a path, find a red keycard, then find a red door. I'd rather see the red door earlier on, continue with the map, later stumble on the red key, then follow a new path to quickly get back to the red door. I'm not a big fan of backtracking.
YMMV of course, but hopefully this helps you.
I like the aesthetics, good job on that.
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