1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Evolutionary Design

  • Psy
  • September 1, 2007 at 3:00 PM
  • Psy
    • September 1, 2007 at 3:00 PM
    • #1

    I've wrote an article for my blog which demonstrates how a layout can evolve into something almost entirely different by simply analysing it and trying to rectify the flaws before you start to map it out.

    Enjoy!

  • -HP-
    • September 1, 2007 at 3:14 PM
    • #2

    Very nice!

  • Sindwiller
    • September 1, 2007 at 4:45 PM
    • #3

    Cool - the last image isn't reachable though.

  • Sentura
    • September 1, 2007 at 4:56 PM
    • #4

    i dont know about you, but i correct early design flaws before they exist by simply doing very basic sketches of gameplay (ie lines from both spawns to a middle point). even if i dont make one of these, i would never make a layout (let alone a map) so that the flow doesnt fit. my mind just instantly corrects the flaws as they occur.

  • Psy
    • September 1, 2007 at 5:34 PM
    • #5
    Quote from Sentura

    i dont know about you, but i correct early design flaws before they exist by simply doing very basic sketches of gameplay (ie lines from both spawns to a middle point). even if i dont make one of these, i would never make a layout (let alone a map) so that the flow doesnt fit. my mind just instantly corrects the flaws as they occur.

    It's hard to fix flaws when they're such a big part of the map though.

    I've fixed the last image now. No idea why it wasn't linked.

  • Nysuatro
    • September 1, 2007 at 7:07 PM
    • #6

    Nice read, thx for sharing

  • Sentura
    • September 1, 2007 at 7:31 PM
    • #7
    Quote from Psycho

    It's hard to fix flaws when they're such a big part of the map though.

    I've fixed the last image now. No idea why it wasn't linked.

    my point was that you fix flaws before they become part of the map, so that they won't be put in the layout in the first place.

  • Defrag
    • September 1, 2007 at 7:36 PM
    • #8

    You can't do that with some stuff, though. Some flaws only become apparently when you're actually testing the map.

  • Sentura
    • September 1, 2007 at 7:42 PM
    • #9

    evidently you can change a map's layout so that you correct flaws before they become visible. sure there are flow flaws that later become obvious when testing, but we're not talking about those now; it's just what you can do within the layout.

    i also realized i didnt comment on the images, which i think for the most are hard to tell what is "above" and "below" and that is confusing me. what i usually do is a topographic view of the level so that you can easy tell what is where and how. for the rest of the article, you could also elaborate much more on how a multiplayer/singleplayer design is made in the first place (and comment on the evolution of that).

  • Taylor
    • September 1, 2007 at 9:10 PM
    • #10

    Yep, iterative design makes all the difference, and so does grid or triangle paper

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™