Im looking for a bit of feedback on a map im making, Im a bit worried that it looks a bit... cluttered and messy, maybe even a bit too much detail. Im trying to create a campaign that starts with a map of an installation gone wrong and you attempting to escape from it with the help of some not too friendly Zerg (kinda like the last tosh mission on the actual game). I hope im heading in the right direction but some comments (good and bad) would be most appriciated.
Starting Point (too messy?)
First Zerg Pen (again messy?)
Defence point under attack
These next two are the ones im really not sure about, they're supposed to be a train station? train depot... basically im thinking Half Life tram type thing for the employees of the installation, i've changed and added and fiddled, and im still not 100% throwing it open to comments as to if i should keep it or get rid of it (also the dead civvies are again another Half Life theme with the installation staff being "removed" by another military force)
Second Zerg Pen (think this one looks a bit empty actually)
I've tried to make little "offices" but not sure if they add anything or just pointless.
I think it's completely useless to give us screenshots taken from arbitrary camera angles within the editor and ask us to give feedback on what the map looks like in game. Give us some useful screenshots of the map in action!
For what it's worth it looks pretty good to me but like I said, you really can't tell anything from editor screenshots.
I liked the trainstation and zerg pens the most tbh :D the others are just to messy and tight, it really gives alot better effects if you just leave some doodads near the walls and make some good texturing. It gives a nice feel of having space to operate aswell as not looking super bombed with doodads. Then you can spare some of the doodads and use them on another place :D
not that havoc and many doodads/details isn't nice, it is just really hard to make somethig that looks really good. they all have to have same theme coloring etc to accually look good. If not everything will just look horrible imo. (yeah the starting point does a bit) - however if the theme of your map truely is utterly chaos then I guess it suits the theme fine, though I sure wonder where all that crap came from >:D
My that is just me imo'ing. my advice would be to go less hardcore with the doodads and focus on a fewer and make them look great.
ps. nice to see that there still are some that are adding alot of details into their maps ^^
It looks a bit cluttered, I'd say mainly in the 1st and 3rd pictures, but just a bit. As Victiln said you want to make sure that the player has enough space to operate.
I'd keep the offices though if I were in your shoes. Even if they're "wasted space" they add something that the player can relate to and make it a bit more realistic (all things considered of course). Also, the player shouldn't have to do something in every single room they walk into, just as you space out your doodads, space out the "special" rooms that require player interaction.
Thank you very much for your suggestions and comments, i've already started making it less cluttered and testing it particularly to make more room for the player, i think maybe i had been concentrating a bit on decoration when the majority of the time the player wont even bother looking so i think i'll tone it down a bit :p
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Im looking for a bit of feedback on a map im making, Im a bit worried that it looks a bit... cluttered and messy, maybe even a bit too much detail. Im trying to create a campaign that starts with a map of an installation gone wrong and you attempting to escape from it with the help of some not too friendly Zerg (kinda like the last tosh mission on the actual game). I hope im heading in the right direction but some comments (good and bad) would be most appriciated.
Starting Point (too messy?)
First Zerg Pen (again messy?)
Defence point under attack
These next two are the ones im really not sure about, they're supposed to be a train station? train depot... basically im thinking Half Life tram type thing for the employees of the installation, i've changed and added and fiddled, and im still not 100% throwing it open to comments as to if i should keep it or get rid of it (also the dead civvies are again another Half Life theme with the installation staff being "removed" by another military force)
Second Zerg Pen (think this one looks a bit empty actually)
I've tried to make little "offices" but not sure if they add anything or just pointless.
I think it's completely useless to give us screenshots taken from arbitrary camera angles within the editor and ask us to give feedback on what the map looks like in game. Give us some useful screenshots of the map in action!
For what it's worth it looks pretty good to me but like I said, you really can't tell anything from editor screenshots.
@Debe2233: Go
First pic looks a bit messy. The rest is all great and looks really cool.
I liked the trainstation and zerg pens the most tbh :D the others are just to messy and tight, it really gives alot better effects if you just leave some doodads near the walls and make some good texturing. It gives a nice feel of having space to operate aswell as not looking super bombed with doodads. Then you can spare some of the doodads and use them on another place :D
not that havoc and many doodads/details isn't nice, it is just really hard to make somethig that looks really good. they all have to have same theme coloring etc to accually look good. If not everything will just look horrible imo. (yeah the starting point does a bit) - however if the theme of your map truely is utterly chaos then I guess it suits the theme fine, though I sure wonder where all that crap came from >:D
My that is just me imo'ing. my advice would be to go less hardcore with the doodads and focus on a fewer and make them look great.
ps. nice to see that there still are some that are adding alot of details into their maps ^^
It looks a bit cluttered, I'd say mainly in the 1st and 3rd pictures, but just a bit. As Victiln said you want to make sure that the player has enough space to operate.
I'd keep the offices though if I were in your shoes. Even if they're "wasted space" they add something that the player can relate to and make it a bit more realistic (all things considered of course). Also, the player shouldn't have to do something in every single room they walk into, just as you space out your doodads, space out the "special" rooms that require player interaction.
Thank you very much for your suggestions and comments, i've already started making it less cluttered and testing it particularly to make more room for the player, i think maybe i had been concentrating a bit on decoration when the majority of the time the player wont even bother looking so i think i'll tone it down a bit :p