Ignoring these aspects in your map design will lead to bland, dull, and overall repetitive game play. You need to give players options by giving them paths, creating varied environments that ultimately allows them to form their own paths through the level. A hollow box designed to result in the most possible insta-kills/deaths within a period of time doesn't promote strategy. DEAD."įor a map in a "fast paced multiplayer fps" such as this to feel really good and actually get a following you have to give players the option to actually create strategy. Some cover here and there, but they don't promote much more flow then "KILL NOW. From the ones I saw they are just solid cubes. Man, from the standpoint of a person who has spent a lot of time in level design, all I can say is they must have spent little time on these maps.
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