Suh doos, I just read this article http://www.clement-melendez.com/portfolio/articles/push-pull/introduction/ It comes from the forgehub guide to forging. It said to me, "subtle signposting tricks allow the designer to guide from the shadows (e.g. not taking control of the camera or avatar), and the player to feel good about himself. It’s like letting a kid win at a sport: as long as the child doesn’t see through your game, he will have a good time." The article suggests that you, as a designer, want to make the game easy and feel good for the players, so long as they don't see you do it. Then I thought about Candy Crush, and how the game is literally just effects to make the player feel good about himself, without him actually doing anything. Then I thought about Dark Souls, which does the opposite. It gives you nothing and makes you feel shear frustration and dread, but it a surprisingly great game. As a result, I want to make a map that is extremely frustrating and exploitable to play on. I want to take all of the "don'ts" that people tell you, and do them. The map might indeed be awful and a waste of time, but maybe it will reveal an exciting lesson! In the end, the goal is to have a fun experience while playing on a map, and sometimes a frustrating map can be surprisingly fun. I would invite you all to make your own junk maps just to see what happens, and to also have a discussion about how those maps play as a result.
Someone wise once told me, "There are no rules ." Then he went off the deep end making crazy conspiracy videos.
I know! And that dude is always locking on to multiple things at once! What a jerk! But really, it's amazing how much feedback consists of "you're deviating from the rules, get back to the norm!" even when map elements may have deliberately been selected to deviate from those norms.
I'm not sure I can make a junk map, but I have no problem breaking Forge and/or making the game crash.
Personally, I like challenging rules, but not all of them at the same time on the same map. I think this could be a useful exercise for people that are looking to break out of their comfort zone though. There's something freeing about disregarding accepted ideas, or not caring about whether a map plays great. I'm looking forward to seeing what you come up with.
- So in one map I put all the best weapons out on ledges and you need to be good with a jet pack to get them and there are only 4 on the map. - In another map I built a Q-bert like level and gave everyone gravity hammers. - In yet another level I stuck everyone in a tiny single room with a select bunch of shipping crates a couple grenades, shotgun, grenade launcher, a spiker and just for a little fun made a rare spawning overshield. So, you do you. K
If you want to make an exploitable map that people have fun with for some odd reason just make 2 bases with 2 warthogs on the opposite side of a canyon and call it standoff.