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7 Sins of Map Design.

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:angrysquare: I've been wading through some truly awful maps of late, so I need to blow off some steam. Here's a list of the mistakes amateur mappers keep persistently making, to my chagrin.

These are six things everyone hateth, and seven that are an abomination unto the Portal Community:

#7 Him that doth not think of sequence-breaking solutions.
#6 A deceitful level design that offereth unintuitive solutions.
#5 Reflexes that are swift being required.
#4 Minds that devise to leave empty space.
#3 Levels that trap innocent players.
#2 A plain test.
#1 Misaligned textures.

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

Mazes, rollercoasters, bad placed models, wrong textures, 128 hallways, bad optimization, crawling tunnels, useless puzzle elements, trapdoor, no fog, no lighting, no cubemaps, no texture variation.

--Lights with no source.
--Bad integration of HL2 concepts. Possibly any integration of HL2 concepts.
--Lights with no source.

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WinstonSmith wrote:
--Bad integration of HL2 concepts. Possibly any integration of HL2 concepts.

Ahem gravitygun.

-Overconfidence in mapping skill
-Unwillingness to learn
-(Improper) use of vertex or model textures

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
Ahem gravitygun.

I was thinking more "OMFGZOMBIES I SHOULD TOTALLY PUT TWENTY OF THEM IN A TOO-BRIGHT ROOM WITH A METROCOP AND...UH...NON-FUNCTIONAL VORTIGAUNT YES VORTIGAUNT"

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lol I see... That would indeed be one of the worst things ever. :lol:

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
would indeed be

You say that as though it hasn't happened.

:-|

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WinstonSmith wrote:
CamBen wrote:
would indeed be

You say that as though it hasn't happened.

:-|

Really? In a Portal map? Pictures PLEASE :D ... or better, links!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
Yishbarr wrote:
Mazes, rollercoasters, bad placed models, wrong textures, 128 hallways, bad optimization, crawling tunnels, useless puzzle elements, trapdoor, no fog, no lighting, no cubemaps, no texture variation.

Yes, those are indeed specific symptoms of mappers taken by the seven sins.

WinstonSmith wrote:
CamBen wrote:
Ahem gravitygun.

I was thinking more "OMFGZOMBIES I SHOULD TOTALLY PUT TWENTY OF THEM IN A TOO-BRIGHT ROOM WITH A METROCOP AND...UH...NON-FUNCTIONAL VORTIGAUNT YES VORTIGAUNT"

I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid trip, so such a jarring shift in mechanics and tone actually seemed quite fitting.

Seeing the Logic?

Did you know that American English isn't even my first language? It's actually [spoiler]British English[/spoiler]
Released maps of note:
[spoiler]Versatile Diversity
L-Circuts[/spoiler]

I just LOVE every single bit of Hetzchase Nailway :thumbup:

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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