Ok Im on a roll with post ideas now! 80)
Anyway I have been around here for almost a full year now...
So I have built up some views on Inf maps and how they should be made, The thing that Mr Cliffy B calls Science. The views he has on level design apply to UT but us lot may as well throw what he says out the window when its regarding Infiltration map design.
So whats this post about you say!? Well my Idea is to grab all the info you and I can put into this thread so I can make up a mapping guideover at tbuildt.. for use by us all and newbies!
So what do you guys think make a damn good map.. what should be done and what should NOT be done!?
Well I'll get this ball rolling¬!
1./I think cover and lack of cover should be balanced out in a very fair yet challenging way. make it a risk to get from one place to the next but at the same time add a little safe play to.. where a dude can just sit quietly and get his/her bearings back and take a breather from conflict.
This can work well for snipers.. Not too much of a view but enough to cast panic on to the oposing team.
Cover will also discourage Rushers.. someone aint gonna go running gun at hip toward a building with 10 dark windows
2./Weapons.. Advantage/disadvantage...
This is a hard one seeing as Infiltration has soo many Weapons with so many diffrent attributes. But lets start with somthing simple! H&k Mp5(Sil)(Aim) Very nice all rounder weapon.. With the great ability to place a player in a very dark corner where his shots cant really be picked up on due to silencer attachment.
Now this is where things get wild!
What are your views on the weapons in Inf.. Not from a personal favorite point .. but on a balancing gameplay point.. I know its hard but to some extent we need to try and even out play! and this is one of the things I find challenging myself!
Anyway ima leave it here for somone else to fill in... Ill write somthing up later and paste it in here!
Anyway I have been around here for almost a full year now...
So I have built up some views on Inf maps and how they should be made, The thing that Mr Cliffy B calls Science. The views he has on level design apply to UT but us lot may as well throw what he says out the window when its regarding Infiltration map design.
So whats this post about you say!? Well my Idea is to grab all the info you and I can put into this thread so I can make up a mapping guideover at tbuildt.. for use by us all and newbies!
So what do you guys think make a damn good map.. what should be done and what should NOT be done!?
Well I'll get this ball rolling¬!
1./I think cover and lack of cover should be balanced out in a very fair yet challenging way. make it a risk to get from one place to the next but at the same time add a little safe play to.. where a dude can just sit quietly and get his/her bearings back and take a breather from conflict.
This can work well for snipers.. Not too much of a view but enough to cast panic on to the oposing team.
Cover will also discourage Rushers.. someone aint gonna go running gun at hip toward a building with 10 dark windows
2./Weapons.. Advantage/disadvantage...
This is a hard one seeing as Infiltration has soo many Weapons with so many diffrent attributes. But lets start with somthing simple! H&k Mp5(Sil)(Aim) Very nice all rounder weapon.. With the great ability to place a player in a very dark corner where his shots cant really be picked up on due to silencer attachment.
Now this is where things get wild!
What are your views on the weapons in Inf.. Not from a personal favorite point .. but on a balancing gameplay point.. I know its hard but to some extent we need to try and even out play! and this is one of the things I find challenging myself!
Anyway ima leave it here for somone else to fill in... Ill write somthing up later and paste it in here!