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riki2321

Good map design?

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A few tips:
1. Avoid linearity, add non-linearity.
2. Avoid rectangular/blocky shaped rooms, make interestingly shaped architecture.
3. Avoid corridor-heavy layouts, focus on open and/or interconnected structures.
4. Be sure to add enough height and light variation.
5. Do not cover entire large walls by a single texture.
6. Do not use FLAT20 on extensive areas of floors, it tends to look ugly.
7. If you want a "base-ish" feel, preferably replace lava with nukage or water or slime.

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This is the mapping equivalent of asking for advice on music composition, going to open mic night, and then belching into the microphone for seven straight minutes.

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Xaser said:

This is the mapping equivalent of asking for advice on music composition, going to open mic night, and then belching into the microphone for seven straight minutes.


Funnily enough that might work if he wandered into a comedy club. As long as he doesn't throw up 4 minutes in.

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Instead of making a whole level... try just making a single cool room. Maybe try to get good at making cool looking areas prior to cranking out a full level.

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A lot of your threads on DW have suggested that you're mainly interested in making intentionally-poor troll wads. If that's your plan, please don't bother wasting everyone else's time on trying to teach you.

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esselfortium said:

A lot of your threads on DW have suggested that you're mainly interested in making intentionally-poor troll wads. If that's your plan, please don't bother wasting everyone else's time on trying to teach you.

i'm not.

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