[article] Design Considerations for HLDM Part 2
Post Reply
Quote
Re: [article] Design Considerations for HLDM Part 2
Posted by sulsa on Thu Oct 9th at 5:50pm 2003



This is a discussion topic for the article "Design Considerations for HLDM Part 2" by sulsa which can be found here

Article description:

Gamedesign theory for Halflife






Quote
Re: [article] Design Considerations for HLDM Part 2
Posted by Adam Hawkins on Fri Oct 10th at 12:59pm 2003


Doesn't this contradict Part 1. of the tutorial? The first says to not worry about r_speeds so that you can add that extra little bit of detail, while this one says you should concentrate more on gameplay than the eye candy?! I'm confused.



Quote
Re: [article] Design Considerations for HLDM Part 2
Posted by Orpheus on Sat Feb 7th at 8:40pm 2004


*sighs*
stupid edit thingy messed up

Gard, its NEVER wise to direct an opinion at anyone, especially me, it makes you wrong from the onset, or at the very least, places you in an inferior position, and as such less respected.

i was going to say gard , "you are allowed to have your opinions"

but i stand by my comment, this second tut is only OK, nothing more... the first one still sucks major ass.

my maps, and suslas maps will never be in the same circles of popularity anyways, it doesn't make his bad, nor mine good, just different.

i would imagine, given the opportunity, he could find something that i could improve upon in my works too.

/enuff said




Quote
Re: [article] Design Considerations for HLDM Part 2
Posted by mazemaster on Sat Oct 11th at 8:19pm 2003


It is true, gameplay is more important than eyecandy. If I want to make something with great eyecandy only, I'll fire up 3D Studio Max. Thats not to say that eyecandy isnt nice as an added bonus, and thats not to say that "great gameplay" is an excuse to make something that looks like utter crap, but in the end gameplay is the most important aspect of any map.

Sulsa is not saying "you must have X number of defendable areas and Y number of ambush areas, and Z number of whatever". He is just saying that you should take into account gameplay in a big way when designing your level, and that you should test and test and revise your map until the gameplay is excellent.

Another thing about this article that I love is that Sulsa emphasizes making a map that YOU would like. We all know that Sulsa likes the slow, hunt and snipe maps, and look at chaocity 3... Its one of the best hunt and snipe maps ever made. Orph likes run n gun maps, and he has made no_patience, a great run n gun map. This article isnt saying that you should go for one style, its just saying that you should go for YOUR style because ultimately you will make the best map if you do that.

Too often I see n00bs get so influenced by experienced mappers (especially on other forums) that they make maps which have no feel or personality, but just emulate what others have done. If they had read this article perhaps they might have made something great.




Quote
Re: [article] Design Considerations for HLDM Part 2
Posted by Gard on Mon Nov 3rd at 10:07am 2003


Orpheus for someone who has been around as long as you, your opinions are way of the mark.

I agree with Mazemaster here, Sulsa has drawn attention to the balance between good eye candy and good level design and the level of attention it takes to make a map. A newbies reading this will learn that good level design isn't so much about what you make, it also about function (why would a player turn down that corridor?)





Post Reply