Post by maul on Dec 14, 2007 3:04:08 GMT -5
Seeing as how this new Story-mode is going to be massively popular once it arrives I was thinking, what can we as Mappers and the community suggest to add to the traditional Survival maps in order to make people still want to try them.
Now obviously the first thing that comes to mind is to have them looking good - as attractive maps are alluring, however there needs to be more. Something that Story may not be able to match.
Help me out here with ideas, but I think my main one is that maps need to be constructed with 'flow' in mind, in order to achieve a repeatedly enjoyable experience.
What I mean by flow is, that there are multiple ways of being attacked, and multiple ways of escaping to each part of the level - not necessarily meaning that every room has to connect to every other room but that the map needs to be 'directive' in its play.
Now with my current map project 'KF-Hotel' flow has come into it, whether or not its enough or whatever is up to those who play it but consider the default maps.
BioticsLabs for example has corridors leading to stairs that lead into other labs, which connect to other levels by stairs...in a nice ambient web of alternate places to fight. What makes levels like this one special is the way in which the layout is involving and requires you to make decisions, based on the current point of attack. Rather than just turn and run down the obvious and only corridor as featured in some custom maps.
Thats my idea, anyone else got eny?
Now obviously the first thing that comes to mind is to have them looking good - as attractive maps are alluring, however there needs to be more. Something that Story may not be able to match.
Help me out here with ideas, but I think my main one is that maps need to be constructed with 'flow' in mind, in order to achieve a repeatedly enjoyable experience.
What I mean by flow is, that there are multiple ways of being attacked, and multiple ways of escaping to each part of the level - not necessarily meaning that every room has to connect to every other room but that the map needs to be 'directive' in its play.
Now with my current map project 'KF-Hotel' flow has come into it, whether or not its enough or whatever is up to those who play it but consider the default maps.
BioticsLabs for example has corridors leading to stairs that lead into other labs, which connect to other levels by stairs...in a nice ambient web of alternate places to fight. What makes levels like this one special is the way in which the layout is involving and requires you to make decisions, based on the current point of attack. Rather than just turn and run down the obvious and only corridor as featured in some custom maps.
Thats my idea, anyone else got eny?