When you're forging a map, what are some things you NEVER do? What are some things you ALWAYS include in every map?
For myself, I have a few things in each side of things.
As far as things I never do, they go as follows. I never have a dead end. I don't care if I have to put a wall, teleporter, move things around, etc, I'll always figure out a way to never have a dead end. Nothing frustrates me more than playing a new map and running into a space to get away or something and having to turn around and go back out lol.
Another thing I find myself always doing, is always having z-action. Z is a term I still use back from my days of playing around making unreal tournament maps. On the editor, you had x and y for left and right, and Z was vertical. Anyways, so yah, I always try to make sure there's height variations. I used to do a ton of map making for doom2 multiplayer, and once I moved to unreal tournament, and now to forge, I figure, since I CAN make multiple floors, I have to
Maybe this is a bad thing, but I also always throw in a life of some sort in every map. From my UT mapping days, I'm a big fan of sound cues, especially on 1v1 maps. Taking a lift can give you an advantage, but the risk is that your enemy will hear it and there goes any chance of a suprise attack
So how about yourselves? what sort of things do all your maps have in common? What things do you try never to do, and what things do you try always to do?
For myself, I have a few things in each side of things.
As far as things I never do, they go as follows. I never have a dead end. I don't care if I have to put a wall, teleporter, move things around, etc, I'll always figure out a way to never have a dead end. Nothing frustrates me more than playing a new map and running into a space to get away or something and having to turn around and go back out lol.
Another thing I find myself always doing, is always having z-action. Z is a term I still use back from my days of playing around making unreal tournament maps. On the editor, you had x and y for left and right, and Z was vertical. Anyways, so yah, I always try to make sure there's height variations. I used to do a ton of map making for doom2 multiplayer, and once I moved to unreal tournament, and now to forge, I figure, since I CAN make multiple floors, I have to
Maybe this is a bad thing, but I also always throw in a life of some sort in every map. From my UT mapping days, I'm a big fan of sound cues, especially on 1v1 maps. Taking a lift can give you an advantage, but the risk is that your enemy will hear it and there goes any chance of a suprise attack
So how about yourselves? what sort of things do all your maps have in common? What things do you try never to do, and what things do you try always to do?