- Oct 31, 2011
- 263
- 214
Hello again. Contrary to what you may think, I haven't completely quit mapping. Well, I've mapped extremely little during the time I've been gone, mostly because I'm too sick of Sanitarium to enjoy detailing it.
Anyway, I'm thinking about beginning on my second map, and I started thinking about what - geometry-wise - makes an area enjoyable to play in. I figure this is a kind of issue that a lot of us might benefit from hearing each other's opinions on. So, which areas in in-game maps do you find enjoyable to play in, and why?
I personally really like all the funky multileveledness and weird back routes of Upward in general, and the wooden bridge under the spiralling part of the track in particular. It's a really interesting use of three-dimensional space, and having it surrounded by deathpit rather than walls adds a nice spice to any combat going on there.
I also really like the concept behind the hill area in Kong King, even though I don't particularly enjoy the map otherwise. The way it transitions into two different areas on different height levels is simple but brilliant.
Ah, and I hope a bunch of threads like this haven't been made already. I can't remember seeing any, but it seems like an idea many people could get.
Anyway, I'm thinking about beginning on my second map, and I started thinking about what - geometry-wise - makes an area enjoyable to play in. I figure this is a kind of issue that a lot of us might benefit from hearing each other's opinions on. So, which areas in in-game maps do you find enjoyable to play in, and why?
I personally really like all the funky multileveledness and weird back routes of Upward in general, and the wooden bridge under the spiralling part of the track in particular. It's a really interesting use of three-dimensional space, and having it surrounded by deathpit rather than walls adds a nice spice to any combat going on there.
I also really like the concept behind the hill area in Kong King, even though I don't particularly enjoy the map otherwise. The way it transitions into two different areas on different height levels is simple but brilliant.
Ah, and I hope a bunch of threads like this haven't been made already. I can't remember seeing any, but it seems like an idea many people could get.