[article] Design Considerations for HLDM Part 3
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Re: [article] Design Considerations for HLDM Part 3
Posted by sulsa on Thu Oct 9th at 5:57pm 2003



This is a discussion topic for the article "Design Considerations for HLDM Part 3" by sulsa which can be found here

Article description:

Gamedesign theory for HLDM






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Re: [article] Design Considerations for HLDM Part 3
Posted by Gollum on Fri Oct 10th at 2:21pm 2003


This is an excellent article that promotes thoughtful and clever item placement, which ultimately leads to good FLOW.



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Re: [article] Design Considerations for HLDM Part 3
Posted by Orpheus on Fri Oct 10th at 5:45pm 2003


yes, this page is the best of the 3, but i just cannot get past how horrible the first, and IMO most important of the 3 pages was, if you really want to inspire new mappers, you do not promote horrible practices, then backpeddle in the latter portion of your reply.. maybe since r_speeds was so unimportant to him, he should have mentioned it LAST, at least the reader would have finished the article, before he got to the torrid parts and quit..

really a shame indeed.




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Re: [article] Design Considerations for HLDM Part 3
Posted by mazemaster on Sat Oct 11th at 8:29pm 2003


Great article. Like Sulsa says, theres nothing wrong with having a dark corner or a dead end once in a while as long as the mapper has thought about it and done so intentionally after much testing.

The information about weapons placement is excellent, but what I find most important about this article is that it says you should TEST TEST TEST, and take your time! just look at gmdm2 if you dont believe me.




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Re: [article] Design Considerations for HLDM Part 3
Posted by Gard on Mon Nov 3rd at 10:09am 2003


I had forgotton about the Baptism of blood section. Very good.



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Re: [article] Design Considerations for HLDM Part 3
Posted by TSSThorn on Wed Dec 15th at 11:34pm 2004


I believe all 3 of these articles are perfect. I agree with the first article dont worry to much about the r_speeds. Every map I have created I have never ever looked at the r_speeds and my maps always worked fine during play. Also 1 thing that also makes a map good is adding at least 1 large area to fight in with no respawning weapons. That way the players will have to also go around the map to collect ammo. A good example of this is crossfire. Also Weapon placement is a big part of having a fun map. Like if you were to make a sniper spot with the crossbow right next to him he will never have to come out in the open, so it would be a good idea to place the crossbow maybe on the other side of the map. So in my opinion this is a great article for bigginers.




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