Thats what id expect you to consider wisdom. Angles for the sake of angles. No thought as to how they impact the way the map functions. They just look cooler or ‘more interesting’, so you force them wherever you can. Keep that wisdom to yourself, because anyone that follows it will find their maps suffering as a result.
Lets be real. It started the same way it always does. Someone says some stupid **** to me, so i respond. I post a map in the WAYWO, and get fools doing what they do. They would rather see pages of trolling than pages of WIPs. Im glad theyre only a few, though.
Hey I'm all for being real, and I can see where you're coming from. I was being serious when I asked if your account got hacked, because I thought you would see from a mile away what these fools would do when they saw you were playing their game.
Damn I missed an entertaining WAYWO day. Also there are legitimate reasons to diversify the geometry of your map beyond 90 degree angles but I'm tired right now so I don't feel like typing it out. But xzamplez I really think you would benefit from not making the same map over and over again. That's not meant to be an insult at you, but your map design does tend to follow the same rules and trends every time and that gets boring real quick.
There sure is. Reasons that refer to how it impacts gameplay. Not, because its ‘more interesting’ than ninety degrees. Im not making the same map over and over. This plays nothing like Hubris or These Walls or anything else i made honestly. My maps will have similarities that the maps that inspire me will have. Worthy/Spirit, Angst/House of Pain, These Walls/Forgotten Place, Hubris/Shattered, Amenity/House of Decay. These are all simple room based asyms, because i love the style.
http://xboxdvr.com/gamer/icyhotspartin/video/45353034 I'll publish soon, I swear minor fixes in order of need: death pit needs better telegraphing grenade spawns spawn points weapon timers and ammo extra sound effects small bumps
@xzamplez So, now that you are sober can you explain why there is a mancannon/teleporter on the wall? Like no joke, it makes no sense. Also @icyhotspartin not really a huge fan of the whole pallet floor thing you've got goin on, and I think the teleporters could be done in a way that makes it more obvious they are teleporters and not just a decorative door (but that could just be me)
Theres a few reasons: 1. People cant camp/block it. 2. It wont result in an abrupt engagement where you are immediately in the face of an enemy. 3. You have a temporary height advantage over what is a heavily contested position. 4. You can come out of it a multitude of ways: Thrust right to land on the platform/jump into the tele to fall short of the landing/ground pound the tele to hit the floor immediately. 5. I think it’s fun.
Yeah I like the big square map more than the map made of less, smaller squares it's all a great time really have you ever thought about maybe even making a map out of medium squares? That would be totally radical