-Snip-
Wrong button again
heh, klutz of the forums
It is currently Wed May 15, 2024 3:51 am
Teh Frog wrote:Looking really, really nice. I get the run-down hospital / asylum vibe from this. Really nice. I love the idea of the turned over lamp casing a light_spot down the hallway. It lights the room just right and adds to the player's natural psyche that, "Okay, there's a light pointing down there. Probably means I should go down there... but that's dark aside from the one specific light... I don't want to go down there but I know it's my only option. *Deep Breath* Aaaaaaaand go!"
The most important thing I've learned as a mapper is to treat a map as a player, as if you didn't make it. As if you're playing it as a player and not as the creator. You have to think, "Okay, what will clue the player in on where he/she is supposed to go? What atmosphere am I setting in this map and how can I convey the goal to the player without making it too obvious or too intrusive? How can I trick their brain into inherently knowing where to go without directly telling them while still keeping the tone of ominous confusion?" It's all about knowing what the player will be feeling at that specific time and place and knowing how to move them along without putting a sign that says, "Hey, head down here, dumbass!" :p
You did a really good job of that, even if you didn't know you were doing so. The open room with the slight funnel into that one hallway suggest the player should go there, the light pointing down that hallway suggest that they should go there, and the little arrow decal on the wall also suggest the same.
I noticed that the hallway has a branch. If you intend for a player to go into one of these hallways, may I suggest some type of indicator? Maybe an ajar door that's just barely visible from the viewpoint of the light, heightening the players need to explore or maybe some sort of green exit light which won't overly stand out but be enough to draw the player away from the current scene?
Man, I love playing with the psychological state of the player and knowing how to trick them into going where I want them to go.
Sorry if this is really long, I just love discussing map development.
Users browsing this forum: No registered users