Would anyone like to playtest a few levels of my first map pack, and provide feedback? There isn't an underlying theme yet, so if you have suggestions, critiques, and/or questions, please share them.
1st Map Pack
Moderator: zoasBE
- Quarks
- Posts: 6
- Joined: 2010.02.05 (05:14)
- NUMA Profile: http://nmaps.net/user/
- Location: Michigan
- Vampire Salesman
- Posts: 118
- Joined: 2009.04.21 (12:36)
- NUMA Profile: http://nmaps.net/user/Diamondeye
- Location: Copenhagen, Denmark
There are definitely some good ideas in these maps, and I quite liked the UFO one.
A few tips:
-Give all your maps the same category so that they will belong together like a mappack should.
-Try not to use this many objects. The maps have long loading times and some of the objects are spammed. It wasn't grave in the UFO one because they served a purpose (the gold hid the interior from the player), but in both of the other maps, there were many objects and some of them could have been left out - especially mines.
-The maps are somewhat linear ("get from point A to point B"-style). This is all good for simple maps, especially if they have a free feel throughout, but generally, having only path stuck out for you equals less replayability. Sometimes, you can create an awesome adventure with just a basic, intriguing framework. (A good example of an open map would be me and PALEMOON's collab, here, imho).
There are also several guides on this forum about mapmaking that touches on map-linearity and object use. Lord_Day has made a nice one, I believe.
A few tips:
-Give all your maps the same category so that they will belong together like a mappack should.
-Try not to use this many objects. The maps have long loading times and some of the objects are spammed. It wasn't grave in the UFO one because they served a purpose (the gold hid the interior from the player), but in both of the other maps, there were many objects and some of them could have been left out - especially mines.
-The maps are somewhat linear ("get from point A to point B"-style). This is all good for simple maps, especially if they have a free feel throughout, but generally, having only path stuck out for you equals less replayability. Sometimes, you can create an awesome adventure with just a basic, intriguing framework. (A good example of an open map would be me and PALEMOON's collab, here, imho).
There are also several guides on this forum about mapmaking that touches on map-linearity and object use. Lord_Day has made a nice one, I believe.
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Try some of my new episodic maps!
- Quarks
- Posts: 6
- Joined: 2010.02.05 (05:14)
- NUMA Profile: http://nmaps.net/user/
- Location: Michigan
Thank you for your comments, DiamondEye. The UFO one is the best idea of the three, although there isn't much to it as far as enemies...ie the environment is half empty. I'm hoping to add a little more gameplay to it and maintain the idea of an underground cavern where the mystery is unfolding as you go deeper into it. I agree with you on the mines. They're useless in such mass quantities. The gold can be minimized as well for these. I was going for aesthetics with a little functionality in the Shapes map, but I failed. Thanks again, and I'd like to say that I played BrknKnfe, and I think it's cool. The open-endedness is in the capacity to deal with the turrets in multiple ways, whereas the challenges I had in my maps were mostly dealt with using a set method. I'll work on expanding the options and the story.
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