Originally posted by Trynant
sorry about saying general geometry.
I'm asking what's the layout of this map? R-C-R-C? rooms connected together? a big center with side halls (liandri)? one big flowing corridor (curse][)? or is it one of those unique layout maps like plutonic did with obsessive?
I have another bit of advice. Check out DavidM's gameplay tips on his site that's good stuff.
I also think a good thing to do is not to make the z's be in just a room, but rather make rooms be on different z's and connected by doorways to make a really fun map.
Well, ... so far the map has one main room with several small
areas and hallways extending from there. I am trying to make
the layout somewhat unique. That is why I made the angled floors.
That was a good idea about reading
DavidM's tutorial pages
on layout. Though most of his points were only good for
his preferred 1 vs 1 game style, and don't take into account 10-16
fraggers running around like mad, there were some general rules
there which were good advice.
In general I have been aspiring to make the map somewhat
realistic in construction. Big Architechts are paid millions to hide
this but, humans build with cubes and right angles.
Take a look at a city skyline sometime. You'll see nothing but
cubes and right angles. Both things are generally frowned upon
in UT maps though. But let's face it. Many of the maps which flow
really well bear little resemblence to the way that structures
would actually be built.
Architechts don't have to take into account poly count or the fact
that if someone were standing on spot "X" they could be
blindsided by a rocket attack ... etc, etc ...
However, after reading
DavidM's pages I realize even more
now that it is not about realism so much as it is to make the
geometry fit the game and weapons.
Really good maps incorporate both realistic structure and
good gameplay. But such maps are few and far between in my
humble opinion. Something for me to ever strive for I guess.
Thanx for the tips. With help from fellow forum posters
my UEd skills are improving. ... Somewhat anyway.