You could have the portal actually show the exit's perspective on the map at the bottom with a wavy ripple effect to show it as a mystical portal to another portion of the map, or, in a futuristic setting, a digital wire frame of that exit perspective.
I find it rather odd that people think teles need to be immediately recognizable on the first play test, and these people (so far) have been the so called "classic shooter" enthusiasts. It's like the idiotic 343 thought process has slowly seeped into peoples minds. Maybe that was their plan all along? Who knows. All I know is that Malta was awful, and anyone who still won't admit that the map terrible was either 1) dropped on their head as a baby or 2) dropped on their head as a baby twice.
Hey man big fan love your map Cold Storage. Maybe try adding some exploding barrels? Next to some other non exploding ones. Let me know.
I think the insistence on only using traditional looking tele's, and the insistence on never using traditional looking tele's are equally idiotic.
Why is it ridiculous to never want to use green rectangles. I just think they look ugly and could always be custom made to suit the map theme. Nothing wrong with that.
Because 'always' and 'never' are just stupid in general. They're mostly used as hyperbole, which I'm not a fan of. When they're not used as hyperbole, they're even more stupid. And I'm always right and never wrong.
Yeah when I say I like the Breakout theme I wasn't referring to the forced, awkward looking UNSC pieces. I meant the black-light grid floors, that **** looks sick when used correctly. Like I said man, Fired Up by WALDO the Xandrith did it nicely.
I don't think that teleporters need to be recognizable on the first play through. Trick jumps aren't always recognizable the first go around, sometimes it takes several play throughs to discover them. I think that's a good comparison as well because in certain scenarios a hidden ledge or trick jump can be just as impactful for movement as a teleporter.
Well I mean, teleporters represent a key factor to a map's design in terms of base flow and counter, I wouldn't exactly compare them to trick jumps. There called "trick"jumps because they take skill to find, solely representing a tiny time saver. That's like calling an unnecessarily hidden teleporter a trickporter. (BTW I'm not implying Legion really has this considering it's a long ****ing hallway that's not too hard to miss)
@Given To Fly I "attacked" Legion because he just got done trashing the maps selected for the contest, and because of my previous exchanges with him. This started because I agreed with Oblivion's poor depth perception being a problem. Multi then saw it necessary for him to belittle my opinion by referencing some of the maps selected. Let him fight his own battles. I want to point out that I was one of four judges for that contest, yet the blame for maps people don't like seems to be cast upon me.
A teleporter is a main route of travel andl a trick jump is not. I don't know why anyone would want a teleporter to be hard to see. It would just give people a bad first impression of the map. Just so you guys don't take it the wrong way, I don't mean teleporters all need to look the same.