Feedback on a mapping style
Quote from yohoat9 on July 10, 2011, 2:49 amI'm working on a map called "Patterns", and I want to know what people think of the style?
2011-07-10_00002.jpgI made this in about 2 hours by the way
I'm working on a map called "Patterns", and I want to know what people think of the style?
I made this in about 2 hours by the way
Quote from ForbiddenDonut on July 10, 2011, 4:58 amI would think that someone would have a hard time solving a puzzle if every room had so much going on with the textures. However, it is a neat vibe you have going there, so popping in a room like that now and then wouldn't hurt.
I would think that someone would have a hard time solving a puzzle if every room had so much going on with the textures. However, it is a neat vibe you have going there, so popping in a room like that now and then wouldn't hurt.
Quote from Rubrica on July 10, 2011, 5:12 amI can't say I really like the stair; it's just a tiny little thing that jiggles me, but, well, they're floating. Now we know how test chambers are constructed at aperture, with panels and suchlike, things like that just sort of add a feeling of inconsistency. Also, although I'm sure it was intentional, the light is a little dim and uncomfortable. Aside from that, though, it's good; I, personally, like the wall style, though it's maybe a little bit over the top.
I can't say I really like the stair; it's just a tiny little thing that jiggles me, but, well, they're floating. Now we know how test chambers are constructed at aperture, with panels and suchlike, things like that just sort of add a feeling of inconsistency. Also, although I'm sure it was intentional, the light is a little dim and uncomfortable. Aside from that, though, it's good; I, personally, like the wall style, though it's maybe a little bit over the top.
Quote from Brainstone on July 10, 2011, 6:34 amTo me it looks very cool. I think it`s a bit too dark til yet. But don't make it too bright. This would destroy the atmosphere
To me it looks very cool. I think it`s a bit too dark til yet. But don't make it too bright. This would destroy the atmosphere
Quote from morrock on July 10, 2011, 7:01 amStairs, lighting and colorscheme are beautiful. Maybe make the lights a bit brighter, and soften the falloff just a bit. The wall pattern is nice, but I definitely wouldn't overdo that, as Donut said. It would be great for walkways, and areas without a puzzle, or much of a puzzle to them, but the usual style wall texturing in normal chambers.
Stairs, lighting and colorscheme are beautiful. Maybe make the lights a bit brighter, and soften the falloff just a bit. The wall pattern is nice, but I definitely wouldn't overdo that, as Donut said. It would be great for walkways, and areas without a puzzle, or much of a puzzle to them, but the usual style wall texturing in normal chambers.
Quote from ChickenMobile on July 10, 2011, 9:02 amVery interesting! The walls look great but they need to have some kind of consistent-yet different designs. (I know this is just a WIP but cant help suggesting
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Do those stairs move out from the wall cause that would look awesome!
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Very interesting! The walls look great but they need to have some kind of consistent-yet different designs. (I know this is just a WIP but cant help suggesting
)
Do those stairs move out from the wall cause that would look awesome!
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Quote from raulness on July 10, 2011, 2:05 pmI love it. As everyone said, a tiny pinch of more light will help out the player. As for the wall designs, I think they are great the way they are. I'm not a big fan of puzzles that make walls extremely obvious so the player knows exactly where to go next. As long as the puzzle is fairly simple, walls like this work out and really force the player to think. If this puzzle is anything above a medium-low difficulty though, it'll get frustrating fast.
I love it. As everyone said, a tiny pinch of more light will help out the player. As for the wall designs, I think they are great the way they are. I'm not a big fan of puzzles that make walls extremely obvious so the player knows exactly where to go next. As long as the puzzle is fairly simple, walls like this work out and really force the player to think. If this puzzle is anything above a medium-low difficulty though, it'll get frustrating fast.
Quote from Brainstatic on July 11, 2011, 12:59 pmThat looks really good. I just recommend that you avoid making any white surfaces to small, or people will try to shoot portals at them and get confused when it doesn't work. You need to make a map pack out of that or something.
That looks really good. I just recommend that you avoid making any white surfaces to small, or people will try to shoot portals at them and get confused when it doesn't work. You need to make a map pack out of that or something.
Quote from Rubrica on July 11, 2011, 2:36 pmAlso, I just realised that the room is perfectly rotationally symmetrical, to and order of four; you should, I recommend, either make the detailing less prominent or take out the symmetry and make it random, because it looks a little... odd, let's say... to my eye now.
Also, I just realised that the room is perfectly rotationally symmetrical, to and order of four; you should, I recommend, either make the detailing less prominent or take out the symmetry and make it random, because it looks a little... odd, let's say... to my eye now.
Quote from yohoat9 on July 11, 2011, 2:50 pmRubrica wrote:Also, I just realised that the room is perfectly rotationally symmetrical, to and order of four; you should, I recommend, either make the detailing less prominent or take out the symmetry and make it random, because it looks a little... odd, let's say... to my eye now.That's the idea, the map is called "Patterns" for a reason. all of the rooms/chambers are going to have the odd symmetry you see here, it's all part of the theme and atmosphere.
That's the idea, the map is called "Patterns" for a reason. all of the rooms/chambers are going to have the odd symmetry you see here, it's all part of the theme and atmosphere.

