- Oct 24, 2010
- 829
- 299
NOT my entry for the Summer contest! (I don't actually have one)
Looking back at my past failures, I noticed three big mistakes I was making:
1. I never planned ahead (or simply didn't do it enough), instead just making it all up as I went along.
2. I never did enough research, so the maps ended up having weird dimensions and maps/map sections were either too easy or too difficult to defend/attack. Also rooms tended to not be defined very well.
3. My layouts sucked donkeys' bollocks, although this could be due to mistake #1.
With this new project, which for now I'll call "koth_jeremy", I intend to make a map that will a. actually play well and b. at least reach beta stage. I'll also try not to rely too much on props to break up sightlines.
--
Jeremy (working title) is a King of the Hill map in which I will incorporate every class in its layout and gameplay. This includes:
Any feedback is greatly appreciated.
Looking back at my past failures, I noticed three big mistakes I was making:
1. I never planned ahead (or simply didn't do it enough), instead just making it all up as I went along.
2. I never did enough research, so the maps ended up having weird dimensions and maps/map sections were either too easy or too difficult to defend/attack. Also rooms tended to not be defined very well.
3. My layouts sucked donkeys' bollocks, although this could be due to mistake #1.
With this new project, which for now I'll call "koth_jeremy", I intend to make a map that will a. actually play well and b. at least reach beta stage. I'll also try not to rely too much on props to break up sightlines.
--
Jeremy (working title) is a King of the Hill map in which I will incorporate every class in its layout and gameplay. This includes:
- Wide open areas for medium-long-range classes
- Tight spaces for close-range classes
- Adequate, not overpowered sniper spots
- Hiding spots and ambush zones for pyros and spies
- Ideal but exploitable sentry positions
- No added sugar
Any feedback is greatly appreciated.
Last edited: