As I have been working on one of my maps I often let people try them out and do small play tests. Recently, with one of the newer people I had helping me the comment was made, "Whoa, how do I get out of the base?" Essentially the problem being, to new players of the map it is somewhat difficult in the first few seconds of a game to navigate. While, after several games it becomes easier I am sure addressing this problem will be important. Basically, what are your suggestions on making a map more easily navigated. Of course once outside it is easily navigated due to the scenery, as well as somewhat after the addition of A/B signs to their respective bases. It is mainly in the close quarters areas where this is a problem. So what are your ideas? I am especially looking for ways to distingush which base is which without interfering greatly with the symmetricallity of the map or affecting easy movement. Thoughts?
well, maybe having A/B signs pointing at important areas (exit/sniper/flag) and stuff, usually only noobs dont use them
have an opening thats really wide? or have a custom powerup, that is, any powerup, interlocked so it cant be picked up...that way you can get out knowing where to go
I like the idea of the interlocked custom power-ups that will greatly help. The main problem is the materials I had to create the base aren't easily told apart. As for the signs comment, they were in the map I just used the to point towards the exit of the base.
Reciever nodes can be placed on walls as 'arrows' to point in any direction. You could even slightly interlock them so only the light is showing.