Even had you said you hated it personally, that still falls under the he whole subjective/opinion umbrella.
I was trying stop anything negative from happening to be honest. I saw Seths' post and was thinking "oh no... here we go again". Anyways I have a new project I probably won't start building it until next week but the name of the map is vomit and it is a room based map with no hard routes.
Map design is functional art. Just as in the culinary arts, which is also a functional art, there are black and white rules(objective) and an infinite amount of shades of gray(subjective). When designing a map, or creating a dish that you wish others to consume and enjoy, it is important to consider your audience. As good as a 5star seafood meal is, it might not be desirable at all to say, a group of 5 year old children.Tastes are complex and are highly subjective but it is important to remember there are objective facets to taste(map design) preferences. When creating a map I first try to appeal to my tastes and than alter it so not only my tastes are considered, but others as well. High risk designs (dishes)have a higher threshold for leaving a bad taste in the consumers mouth, but if done right can far exceed the enjoyablity of something easy to make, like say pizza(two base two tower). To sum it up. Know the objective rules before you try to break them. Anything can work and be enjoyable if put together right. This goes back directly to what purely was saying. At the end of the day, if the food(map) tastes good(fun to play) nobody's gonns give a **** what Ingredients(desgin elements) you used to make it. Other chefs(forgers) might question the ingredients but FCK it if the consumer eats that **** up like candy!
This is why salty is the man. It's pretty much exactly what I was trying to say. It's just he has a great analogy for describing level design. I love listen to him say or everytime
Oh one more thing, if your high as FCK when you eat a dish or play a map your gonna tend to like it more regardless of if its actually good or not. That's my problem, I like pretty much everything haha
The problem with level design is,that it is subjective, but every forger and their mother thinks their particular preferred style is objectively superior.
I disagree. I dont think entirely subjective. It mainly is, but not entirely. There are defenitly some black and white rules. Let's say I place all my spawn points in a kill boundary and players repeatdlt spawn die respawn die etc etc. That is objectively a negative thing for a 4v4 slayer map.
Salty don't give away I next idea. I wanted to make the kill boundary map lol just kidding ...I guess it would test who has better internet connection lol.
I would - the spots to hold are gold and OS, and the major flank is through blue. That, and it was a followup to Lockout, arguably the room based map. EDIT: The spots* to hold. Not sports. The only sport start with g and rhymes with "trifball"
Meh, what I've come to recognize as room based isn't anything like guardian though you could consider it to be room based. This community has shown me stuff like cobalt or Angst to be room based, Guardian has open Areas & LOS far greater than those style maps. I guess it's also subjective? Like several rooms all attached to eachother without a large open atrium.
With everything that has been said, I will say this community is awesome. We have so many passionate people. I love hearing different thoughts about level design because you learn something new everytime. Even though I have my preferences, I love hearing others ideas. Time to get back to work