- Feb 26, 2016
- 27
- 6
One of the things I got for feedback from the gameday on 3/20 was that the map felt really, really large.
I considered that something I knew already since I had only built the layout. I hadn't got much criticism other than that and that the map felt empty. So, the majority of the stuff I've been working on lately is filling the map: adding props and cover in the emptier parts of the map.
At this point here, I was looking for advice as to how to fill up hallways. For those who didn't play the map last weekend, here are screenshots from both Hammer and in-game to what it looks like.
HAMMER
IN-GAME
These hallways are in the buildings that separate the spawn buildings from the main courtyard where the capture point is. I was hoping I could get some opinion as to what I could possibly do to make these feel more like rooms than hallways that go on forever. The theme of the map is to make it feel like a shipyard, or a cargo dock.
What do you guys normally do to fill in hallways? Is it more prop-oriented, or is it brush-oriented?
I considered that something I knew already since I had only built the layout. I hadn't got much criticism other than that and that the map felt empty. So, the majority of the stuff I've been working on lately is filling the map: adding props and cover in the emptier parts of the map.
At this point here, I was looking for advice as to how to fill up hallways. For those who didn't play the map last weekend, here are screenshots from both Hammer and in-game to what it looks like.
HAMMER
IN-GAME
These hallways are in the buildings that separate the spawn buildings from the main courtyard where the capture point is. I was hoping I could get some opinion as to what I could possibly do to make these feel more like rooms than hallways that go on forever. The theme of the map is to make it feel like a shipyard, or a cargo dock.
What do you guys normally do to fill in hallways? Is it more prop-oriented, or is it brush-oriented?