I was told that having a map built with you being able to across the entire map breaks immision. So while I am waiting for A map to be tested, I thought about giving one of these maps that: Don't use the landscape Show no view of ForgeWorld whatsoever In case I confusing you I mean the majority of the maps people making maps that are built with nothing but blocks, inclines etc etc. Really I'm just used to just making huge open maps where I can work with the landscape, as I find building small, more compact maps difficult. So I was looking for advice, can anyone point out any pieces of advice to help me make such a map? Ive got an idea for 1v1 map so any advice would be great. My idea features the two players spawning in separate rooms, with two route that take the player to the ground floor or the upper level, the bottom level with feature a central island with pillars, in the centre will be a CPU, and this island, will be connected to other pieces of ground, which are connected by bridges, the upper level will mainly comprise of bridges. Any advice would be great thanks.
Apologies if this is advertising, but take a look at a couple of my cinematic videos, Here and see what stands out with those maps. When navigating an interior map, you need to make your own aesthetics. These carry more weight than looking good. A good looking map is more likely to be downloaded, enjoyed and is easier to recognise playspaces within. As for cover, don't put up baricades and what not and expect them to be cover. Different roof levels, different floor levels and definative "zones" are a must.
Thinking on aesthetics, I had ago at making that map I mentioned, I will get it uploaded but I will admit its not going to win a Buaety (sorry for the spelling) contest. that maps hope if you ask me is for extremely exciting gameplay.
I see. That was your map? Viewing grass is fine, viewing the ocean is fine, just being able to see the entirety of forgeworld is a problem. You don't need to go crazy blocking off every possible line of sight to the rest of the map.
I recall seeing that and whoever said that was just yammering. There's nothing wrong with a view across forgeworld. It just depends on what scenery you want and improving framerate by blocking off the ocean or waterfall.
As pyro said whoever said that being able to see forge world is always a bad thing is wrong. Especially if they told you that using terrain is bad. In fact terrain adds a lot to a map it can add more immersion than just having an indoor map or something. The only thing that needs to be done is that you need to have a balance of structure and terrain. Oh btw wolf it's spelt beauty For future reference
...I never said that.. he just interpreted it wrong.. The original statement was something like "don't let people see the entire world or it breaks immersion." nothing wrong with terrain... O_O I just thought the view over to the island and the other side of the canyon looked rather ugly.
? I was talking about his map specifically. ...Or did I not state that in the post there? [br][/br]Edited by merge: yeah, I was kinda vague about that. Should've been more careful with my wording.
I guess I wasn't clear either. If he wanted to go for a cliffside or canyon feel then sure blocking off one or both sides would be good; however, the ridgeline setup works well and there's absolutely no reason to change it.