Discuss map design styles.
Posted: Thu Feb 09, 2006 10:12 pm
So when you make your maps, what do you usually go towards?
Abstract with no clear function or purpose? Or is it Functional with an evident purpose, or somewhat related to a function? Further then, is it usually industrial, organic or fantasy?
I personally like to assign a function or a purpose to my map. So that it does not exactly end up looking like a very strange abstract place. And I am not talking about abstract game Mist type levels, the levels of the game Myst very much have a purpose or meaning.
I am talking about so many Doom 3 maps, that look like they came out of some pipe world that has computers plastered all over meaningless hallways. Now that is what I try to avoid in my maps.
Even if it has nice flow, if it has no meaning, if it does not tell you a story, I don't like it.
For example one of my CTF maps has an outpost being attacked my a pirate ship. One flag is on the shore in a building, and the other is in the ship. So there is a story right there. It gives you a purpose.
There are other maps I like to build too. For example creating simple but fun maps, that take root from platform games. For example bringing Super Mario to FPS 3D games. And Crash Bandicoot maps, for Quake. Where you must pass timed obstacles ans such. These are more more single player, scripted maps. Sort of like an experiment in game-play. They can all so be used for multiplayer but have to be used in objective play. Like CTF and capture the most control points. Now this makes me think about doing a Sega Sonic map. :icon26:
Then finally there are, life like recreations of places. I like to recreate ancient Egyptian and Greek architecture, where attention is in detail and realism.
I all so like to experiment with my own architecture. And I really admire the Pad maps. Like PadKitchen and such.
What about you guys?
Abstract with no clear function or purpose? Or is it Functional with an evident purpose, or somewhat related to a function? Further then, is it usually industrial, organic or fantasy?
I personally like to assign a function or a purpose to my map. So that it does not exactly end up looking like a very strange abstract place. And I am not talking about abstract game Mist type levels, the levels of the game Myst very much have a purpose or meaning.
I am talking about so many Doom 3 maps, that look like they came out of some pipe world that has computers plastered all over meaningless hallways. Now that is what I try to avoid in my maps.
Even if it has nice flow, if it has no meaning, if it does not tell you a story, I don't like it.
For example one of my CTF maps has an outpost being attacked my a pirate ship. One flag is on the shore in a building, and the other is in the ship. So there is a story right there. It gives you a purpose.
There are other maps I like to build too. For example creating simple but fun maps, that take root from platform games. For example bringing Super Mario to FPS 3D games. And Crash Bandicoot maps, for Quake. Where you must pass timed obstacles ans such. These are more more single player, scripted maps. Sort of like an experiment in game-play. They can all so be used for multiplayer but have to be used in objective play. Like CTF and capture the most control points. Now this makes me think about doing a Sega Sonic map. :icon26:
Then finally there are, life like recreations of places. I like to recreate ancient Egyptian and Greek architecture, where attention is in detail and realism.
I all so like to experiment with my own architecture. And I really admire the Pad maps. Like PadKitchen and such.
What about you guys?