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Thread: Codename: Sierra 2645

  1. #21
    Booted from Halomaps Tarzan's Avatar
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    Re: Codename: Sierra 2645

    nobody will use that loop that goes to the left unless there's a huge advantage to be gained by taking the cave into the blue base...
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  2. #22
    Video Editor Gamerkd16's Avatar
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    Re: Codename: Sierra 2645

    Quote Originally Posted by Tarzan View Post
    nobody will use that loop that goes to the left unless there's a huge advantage to be gained by taking the cave into the blue base...
    There is, isn't there? If you take the cave, you don't have to take the other loop all the way around.

    Well, I don't know. What's white mean?
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  3. #23
    Booted from Halomaps Tarzan's Avatar
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    Re: Codename: Sierra 2645

    I assume that the little thin part there is a shortcut through the mountain
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  4. #24
    The Cake is a Lie. Jay2645's Avatar
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    Re: Codename: Sierra 2645

    It's a waterfall, but I added a shortcut through the mountain near each base.

    And mounted in a clearing, on a hill, on the curve, is a Rocket Launcher, to give a better reason to head down there.
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  5. #25
    got blood on his suit MNC's Avatar
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    Re: Codename: Sierra 2645

    Looks interesting enough. So if white is a waterfall, does that mean that Blue is at the top of the mountain and red on the bottom, or vice-versa?
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  6. #26
    This avatar size is... LlamaMaster's Avatar
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    Re: Codename: Sierra 2645

    Concept looks pretty dang boring to me. Oh look, canyons caves and rivers, how creative! Forerunner thingy, what an awesome idea! Seriously, it doesn't even look decent on paper. (err, pixels) I see no concept of gameplay, at all. I'll never understand why people post drawings of their work. To me a drawing of a map (well, a 2d one like yours) is only good for one reason, planning it yourself. Sure we can talk to you about gameplay, but I think you can determain that yourself. Models, models, models, people what to see models. Look, anybody can post a 2d concept, but only a few can created a good map from it.

    I'm completely open to you proving me wrong though.
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  7. #27
    chilango Con's Avatar
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    Re: Codename: Sierra 2645

    Quote Originally Posted by LlamaMaster View Post
    Sure we can talk to you about gameplay, but I think you can determain that yourself
    Not everyone's an expert at that. That's why we're here. That's the beauty of these forums; when you post your work here, you get advice from all the different skilled people of the site that specialize in all these different things. You can't be expected to know everything so early on.
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  8. #28
    Is bad, really bad SMASH's Avatar
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    Re: Codename: Sierra 2645

    I think that you need to start modelling it. You can debate a drawing all day but a model is easier to determine it's true worth.
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  9. #29
    Chasing Meteors Sever's Avatar
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    Re: Codename: Sierra 2645

    NEVER post (Flat) 2d images of what you deem to be a good map. All good maps have some height variations to the playable area. One cannot even post a good representation of Blood Gulch without altitude increments, or even notations (such as 'Hill' or 'valley'). Work on the height before you even work on the boundaries.
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  10. #30
    chilango Con's Avatar
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    Re: Codename: Sierra 2645

    Quote Originally Posted by sever323 View Post
    NEVER post (Flat) 2d images of what you deem to be a good map. All good maps have some height variations to the playable area. One cannot even post a good representation of Blood Gulch without altitude increments, or even notations (such as 'Hill' or 'valley'). Work on the height before you even work on the boundaries.
    I disagree. With a little shading or some other indication of height like a lighter colour it's quite easy to comprehend height in a 2d image. Then again, not everyone can picture that sort of thing in their head. I don't have any problem seeing it. I think you dislike 2d plans because most people don't provide enough information with them. Once sufficient information is given in regards to height, I think they're a great way to plan out maps. I always sketch maps things out on paper first. I don't shade to indicate height, but I can picture how it looks in my head. Unfortunately, most people forgot to convey these thoughts onto their 2d plans when they submit them for review here on the forums.

    Getting advice on the layout early on is a great way to save time since you don't have to remodel entire sections of the map when someone says it might not play well. Measure twice, cut once.
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