Map layout
Razor
Join Date: 2010-02-23 Member: 70695Members
Hey, here is one of the layouts I made and have started on a top down sketch of. Before I start building it I could use some more insight or critique on it. You may notice that it isn't symmetrical and thats what I'm going for but I'll need to be careful of the between node distance.
Probably my biggest concern is with the large room with a tech point and two resources ones. I hope the room isn't going to be too big even with the barriers and walls to divide them all.
<a href="http://img197.imageshack.us/i/l2bw.jpg/" target="_blank"><img src="http://img197.imageshack.us/img197/5616/l2bw.jpg" border="0" class="linked-image" /></a>
don't laugh at my paint skills :p
I'm also still trying to work out the rough back story of the level and purpose of each of the rooms.
Probably my biggest concern is with the large room with a tech point and two resources ones. I hope the room isn't going to be too big even with the barriers and walls to divide them all.
<a href="http://img197.imageshack.us/i/l2bw.jpg/" target="_blank"><img src="http://img197.imageshack.us/img197/5616/l2bw.jpg" border="0" class="linked-image" /></a>
don't laugh at my paint skills :p
I'm also still trying to work out the rough back story of the level and purpose of each of the rooms.
Comments
Like you got one off to the side for no reason, that's a no no as it takes the player away from the game. From what I can deduce from the mapping guidelines the idea is to guide players to active areas and not inactive or not necessary areas.
Keep in mind this is the high-level concept so the size and distance of rooms and connectors (halls) aren't literal.
Edit: I've ended up scraping this layout since I can't get it to work. Replaced with this \/
<a href="http://img697.imageshack.us/i/l2c.jpg/" target="_blank"><img src="http://img697.imageshack.us/img697/6041/l2c.jpg" border="0" class="linked-image" /></a>