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Mr. Green Gaming

Help me with map and general map talk :D


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Posted

Adding to my last real post, try more abstract themes, like an old ruin of a building set in a volcanic type area (like a volcano)

But try not to go for that exact theme since I'm working on it right now...

Posted (edited)

Some hints:

- Themes that aren't very much used. Like snowy maps, desert maps, jungle maps ect.

- Bug/Glitch free is always a +

- Test, test, and test it. Ask other players if they want to come and test your map. Post the map, but also host a server, so that more then one player can use it, so you can see how the gameplay goes in your map.

- Optimize. You can do this afther it's "finished".

- Only release it when it's GOOD. Releasing half-finished work gives a "negative" mark. And when you have "finished" the map, people won't download it, because they knew that the first map was bad.

- Good looking maps (do this with Lighting, cool themes/environments) are always pleased with the public.

- The gameplay ALWAYS goes ahead of beauty. Ask Valve with TF2. They made little, but quality maps, and it was succesfull.

- Lower bytes = faster downloading = pleased public.

- Bullcrap like "cheeseroom" *no offence* is a waste of work. Secret rooms are often unbalanced, and for people who don't know how to get there yet, have an unfair position against the rest.

Some mapping hints:

- Fog reduces the size of the map. So it goes a bit faster.

- area_portal is good, if you have large open map. This goes for optimizing.

- Do not misplace or over do it with brushes. It will only add up to the final byte-size. This goes for optimizing.

I'll post if you need more :lol:

Edited by Botervloot
Posted
add a radio, turn it on and hear the 'rick roll theme'

after 10 secs, it explodes and creates a gap into a wall which reveals a secret room

now....

THAT

IS

A

GOOD

IDEA

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