His article gives three basic guidelines:
- Varied, clustered cover
- Circular navigability
- Observability
Unfortunately, I think dm_light_industrial failed in all three concepts to some degree or another. The map is basically hallways, broken up with rooms at the end, with a few hubs. There are quite a few areas that dead end, and I see now these areas are deathtraps, with no way out and no choices besides fighting your way out, which can be frustrating.
Also, there is no central focus to the level, the one "arena" area is too small and too hard to navigate, with very little cover. It needs to be much bigger, with more hiding spots and cover, and pathways all around the outside of the focal point. I think my next attempt needs to include at least one of these arena areas, a lot more cover, no tight hallways, and a compelling theme. I also need to playtest with other players a lot more, I only got a chance to play it with one person, and just that helped quite a bit.
I'll have to brainstorm a bit more, but I will probably have a rough outline sketched up in the near future. If anyone plays the map and has any more tips, I'd be grateful.
PS: Steve Gaynor's "make cool shit and show it off" entry is also worth a read.
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