I'll try to get a picture sometime, but I got this neat structure I made that's pretty much a ramp with underlying pipes you can walk on and it looks good on sewer themed maps. It's an upside down stair set with barrels inside it being suspended by scenery. I got the idea when I noticed that you can use the machine gun turret glitch through stairs and also get movable scenery inside them. Again, next time I'm on my xbox I'll make one and get a a picture.
These are cool but completely pointless. They do indeed look cool but reandom. And who is ever going to look up to admire the red light?
Well all you have to do is rase th ground a bit and use a box or something. and it looks really good with a red and yellow team game with yellow sings helps to. no im soory this does not meet them, it has to be at least smaller then 2/5 of the map. so like small enough to fit in the back area that no one uses. where most players just block off the region.
Various little visual cues like this keep a map from becoming confusing. Walking through tight areas that have no distinguishing features is incredibly frustrating. It's easiest to learn the layout of a any kind of area, be it a halo map or your home town, by recognizing landmarks and imagining where everything is relative to that landmark. Proper use of landmarks on a map will allow the player to quickly memorize that map's layout, which is incredibly important since confusion is gameplay's biggest enemy. This is why forgers are so obsessed with unusual little aesthetic features that seem to serve no real purpose. The blue fence for example looks significantly different than a normal wall, it immediately jumps out at you, making that a notable area. The more unusual the visual cue, the more of a lasting impression it will make on the player's memory. And the more of a lasting impression is made, the easier it becomes to memorize that maps layout, drastically improving gameplay. So that's why people are always racing to find the next interesting way to position a box or interlock a staircase. The more innovative the map's visual cues are, the easier it becomes to memorize that map's layout, resulting in a map that's simply more fun to play.
id lie to start out with.... WOW! this is what im trying to do here! this person said it all! this has to go on the front page! im so glad you said this id like to thank you with this one post im sure you must have brought a lot of people her to see it, and the theard. thank you
Dude, that shizz looks awesome. I'm going to try and implement those interlockings into my maps (love the window).
thanks for the reply i like the window to, but it is my fav. thing in the list only b/c i was the first to make it. (i think) i never seen it before, but right now im trying to find a way to put it into one of my maps. I have a cool idea for the use of it to. you can look though the window and the sword and well ill keep the last part to my self.
Might I introduce my unique structure of double bridges in my map Doubled Avense? and the other side...
i truely have never seen this before i like it and it will be going up soon for the first page. oh and also for those of you who dont know how to make these things on thing forum you have some forging problems im sure you dont need a tut. oh one more thing i like this on one of the new maps i've seen
ok ill post some more picture a.s.a.p. but the problem is i dont have a gold acount any more. so im back to silver for now, but ill use my friends acount to post the pictures i need. im sure you will like the new line up.