How to reduce the ?squareness? factor? Created 19 years ago2005-03-19 15:37:11 UTC by Ichthyosaur Ichthyosaur

Created 19 years ago2005-03-19 15:37:11 UTC by Ichthyosaur Ichthyosaur

Posted 19 years ago2005-03-19 15:37:11 UTC Post #97965
Hey guys, I was just looking at the steam update news and noticed the pictures of the winning maps of the map competition. One think I noticed was they were all very elaborate; they all had a rather? planed quality to them. One of greatest weaknesses as a mapper is (among other things), a lack of vision, i.e. I often start on a map with little of no idea of what it will look like in the end. This is fine but looking at the map I have been working on? well the people who?ve played it say if fun, (not finish yet though), but I have very few positive comments on its aesthetic qualities. The level is just boring. The buildings are works of art, (at least I think so), but there just places on a flat piece off ground. The level is too square and too flat. Here are a few screen shots, (they just show how flat the level is):

http://i2.photobucket.com/albums/y31/john41/pr1.jpg
http://i2.photobucket.com/albums/y31/john41/pr2.jpg
http://i2.photobucket.com/albums/y31/john41/pr3.jpg

Any ideas as how to increase the ?squareness? of the level would be appreciated.
Posted 19 years ago2005-03-19 16:21:15 UTC Post #97977
You mean decrease it?

Displacement?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-19 16:33:14 UTC Post #97988
Different elevation levels connected with ramps, stairs. For future maps, you could also think about a piece of terrain and how your layout would get adapted to it. Think about a river --> bridges A high hill --> ramps etc
Posted 19 years ago2005-03-19 16:43:52 UTC Post #97992
Offset your layout... so the buildings aren't so "covered and aligned. Use dummy buildings to obstruct the viewer's perception and decieve them into thinking it's not so square.
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