Psy Posted September 1, 2007 Report Share Posted September 1, 2007 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! Quote Link to comment Share on other sites More sharing options...
-HP- Posted September 1, 2007 Report Share Posted September 1, 2007 Very nice! Quote Link to comment Share on other sites More sharing options...
Sindwiller Posted September 1, 2007 Report Share Posted September 1, 2007 Cool - the last image isn't reachable though. Quote Link to comment Share on other sites More sharing options...
Sentura Posted September 1, 2007 Report Share Posted September 1, 2007 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. Quote Link to comment Share on other sites More sharing options...
Psy Posted September 1, 2007 Author Report Share Posted September 1, 2007 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. Quote Link to comment Share on other sites More sharing options...
Nysuatro Posted September 1, 2007 Report Share Posted September 1, 2007 Nice read, thx for sharing Quote Link to comment Share on other sites More sharing options...
Sentura Posted September 1, 2007 Report Share Posted September 1, 2007 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. 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. Quote Link to comment Share on other sites More sharing options...
Defrag Posted September 1, 2007 Report Share Posted September 1, 2007 You can't do that with some stuff, though. Some flaws only become apparently when you're actually testing the map. Quote Link to comment Share on other sites More sharing options...
Sentura Posted September 1, 2007 Report Share Posted September 1, 2007 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). Quote Link to comment Share on other sites More sharing options...
Taylor Posted September 1, 2007 Report Share Posted September 1, 2007 Yep, iterative design makes all the difference, and so does grid or triangle paper Quote Link to comment Share on other sites More sharing options...
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