11-28-2006, 10:08 AM | #21 |
Join Date: Dec 2004
Location: Melbourne
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Inkscape is awesome.
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11-28-2006, 05:32 PM | #22 | |
Join Date: Mar 2005
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other then that, i really like it! |
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12-20-2006, 04:34 PM | #23 | |
Join Date: Jun 2005
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See first post |
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12-20-2006, 08:36 PM | #24 |
Join Date: Jun 2005
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have you started making the map yet? if not, why not just start n see how things feel as you make them?
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12-20-2006, 09:32 PM | #25 |
Join Date: Jun 2005
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Have you started making the map yet?
No Why not? I will be honest I am not an artist creativity does not come easily to me, this means I cannot make it up as I go along. I have tried working from rough plan drafts more times than I care to remember, each and every time they fail for some of the following reasons: The layout does not work in terms of game-play, its either too offensively orientated or vise versa. Or worse the vision of the map, which I had in my head fades. As it fades so the map loses direction until I give up on the project. So thats why I don't just make the map up off the cuff, this is why I think plans are worth doing: Working to a plan which has been revised many times also reduces the amount of play-testing the map will require. As balance was thought through while designing it, so should not need as much modification. Also in the process of planning it and revising it you are reinforcing the vision of the map in your head and improving upon it. I have a reasonable amount of experience with map making, so I know how things flow in levels. Granted it is not always easy to see you have to imagine you are running around the level from the plan. The way I do it is to imagine that you are a player and that you cannot stop or make tight turns. Yet you flow like water so are resistant to obstructions such as railings, which the player would have to jump over or stairs that slow you down/stop your bunny hopping. So to summarize; Its easier to balance with a plan I loose the vision of the project without a plan It makes the map better designed (by definition) so needs less play-testing But you have the plan why not start already? I want updates! Well I am only going to start when I can actually see how the game plays and how the game is balanced. Until the game is released I will hold off from making it, as for me its important to test concing and similar abilities so that I can tailor the map to them. After all theres little point making something when you don't know if it will work, better to be able to test it. |
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12-21-2006, 03:41 AM | #26 | |
Join Date: Jul 2006
Location: Austin, Texas
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12-22-2006, 05:08 PM | #27 |
Join Date: Jun 2005
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There is still a major problem with the design that far left area is very lacking, any ideas of how it could be spiced up to play better?
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12-23-2006, 11:00 PM | #28 |
Join Date: Jun 2005
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Bump, updated the design to try and improve the left hand side
http://www.ashu39.dsl.pipex.com/layout5.png |
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12-27-2006, 11:27 AM | #29 |
Join Date: Jun 2005
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bUMP
I have updated the design for changelog see first post http://www.ashu39.dsl.pipex.com/layout7.png |
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12-27-2006, 02:14 PM | #30 |
Join Date: Jan 2006
Location: United Kingdom
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I think you will get tired of this very quickly because this will require some work but from viewing the layout it looks like this could be a brillaint map.
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12-28-2006, 11:48 AM | #31 |
Join Date: Feb 2005
Location: Belgium
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i get it difficult to understeand what you mean there at the bridge, the underground route seems to come at the same level as the bridge but also not?
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