Re: Echoe
Posted by Dietz on
Fri Dec 16th 2005 at 7:14pm
Dietz
member
101 posts
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Registered:
Mar 15th 2002
Location: Texas
Looks decent... seems like you should include the new textures, detail, and building brushwork before posting, if thats not what its going to look like...
Re: Echoe
Posted by Crono on
Fri Dec 16th 2005 at 7:46pm
Crono
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Dec 19th 2003
Location: Oregon, USA
We understand, but you can't give eyecandy and say, "But I'm not showing it to you for looks!" You should have waited until you had something for playtesting :razz:
I should have commented on the layout too, I guess.
It looks like you should have one more connection, going out the "top" (of the overview picture) that connects all the roads, just to make it more accesable.
What are you planning for vertical gameplay? Lots of rockets on billboards I hope :smile:
buildings too.
Blame it on Microsoft, God does.
Re: Echoe
Posted by reaper47 on
Fri Dec 16th 2005 at 8:04pm
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Feb 16th 2005
Location: Austria
I actually like the look of it already. To be honest I don't expect
American downtown settings to be much more than big buildings with
shiny windows. Although some brighter detail spots would be nice for
the buildings on the very left and right of the screenshot.
I'm trying to get a feel for the scale. If this map is really as big as
I imagine it to be it could even need more connections. Running through a straight
street for more than 10 meters or so can be quite stressful for the
player (that bad stress you wouldn't expect from players).
A building somewhere in the middle where you can access the roof is
absolutely necessary IMHO. I would badly miss it if I'd play the map an
there wasn't one!
Re: Echoe
Posted by Dietz on
Sat Dec 17th 2005 at 9:12am
Dietz
member
101 posts
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Registered:
Mar 15th 2002
Location: Texas
Assuming that we're judging the gameplay of the map by the screenshot (??), I'd say it looks to be pretty linear throughout the map. This isn't a problem in some cases where a maps' layout has some alternative method of accessing other portions of the map other than just the main hallways (you might try teleporters, varying height levels, lifts, etc. This gives the map a unique flow, which doesn't really seem to be present here, it seems like you would just constantly be chasing one another around buildings... or I suppose you could camp...