Okey dokey, I thought I'd make a topic after being so disliked upon for my critiquing style (another website), which is understandable even from my point of view. This is a look into my head to see what I see as a quality, interesting map. The following three things are going to be talked upon in depth about
in my opinion, meaning these are things that
I think to myself before both planning and forging a map. Please don't look at me as an ignorant punk who only appreciates the best things, but as someone willing to help by giving an honest opinion.
Please note that I do not have any biased opinions about any maps listed below nor their creators, they are merely used for example purposes.
Now, on to the guide.
Interlocking
Interlocking, the heart and soul of most maps nowadays. "You don't interlock, you don't try hard enough" is most people's opinion on the subject. There are times where interlocking objects is required, yes, but there is such a thing where interlocking becomes unnecessary. Interlocking should be used to fill in those tiny gaps in between boxes to make a flat surface, to make that one piece just right with the others, to make a perfect level of cover.
Good example of Interlocking:
The Boxes are interlocked just slightly enough to create a smooth floor, the bridge is at a perfect level with the boxes it's interlocked into, and the creator didn't go crazy and interlock those A and B signs at the top.
Bad example of Interlocking:
Bad use of boxes, the map could have saved supplies if he had interlocked his floor like the last map. The fence wall bridge peeking out at the corner of the picture could have been interlocked down to make a smooth floor, but he chose to focus more on the double boxes looking nice than the game play of the map itself. No one enjoys that silly bump, now do they?
Unnecessary Interlocking:
I'm referring to the giant double box structures hovering atop the map, these do not affect game play as they are practically above the height limit. They are there purely for aesthetic value, which at most times is not a bad thing, but many other points on the map could have been affected for the better if these double boxes were used for cover structures, and such. The platform the picture is centered around, though, makes good use of the skill to make it's own geometry.
Merging immovable objects with Geometry
This technique is much more difficult than interlocking, but when used (correctly) can really make your map's game play skyrocket. But, alike Interlocking, there become times that merging with geometry becomes laughable when seeing some of the pointless ways it's used.
Good example of Geometry Merging:
The map creator used merging to a very fine degree, making things merged only so that they would be level with other objects, a very nice job.
Bad example of Geometry Merging:
There is no point to these double boxes being merged into the ground other than to prove that the creator could do it, really, and they hurt the map's overall game play.
Unnecessary Geometry Merging:
Focus on the merged double box near the left of the screen shot, is there any reason at all that must be merged that low? Take that out and you could still have a merged fence wall, that is most certainly an unnecessary merge.
Aesthetics
Breaking away from my last two guides, this one is purely for what I believe makes your map truly original. Too many maps these days abuse the "Tele-node lights" first implemented in Furious D 18's "Exacted" (see below), or focus their maps on a single aesthetic design, such as Draw the Line's "End of the Line (see below), which isn't necessarily a "bad" thing when done, but it isn't the original flair that these maps brought to the community! What makes a map spectacular most of the time is one one centered around interesting geometry with fantastic game play included!
Furious D 18's "Exacted; Flower Node"
Draw the Line's "End of the Line"
One map that comes to mind that involves both interesting geometry and fantastic game play is IVLatty's "Reflex" (see below). It involves a tunnel system that isn't the only focal point on the map, as there are many more interesting additions besides this, such as an aesthetic "criss-cross" roof, a rounded wall, a merged dumpster cover (an unnecessary merge, yet still aesthetic), and many other tiny things that could be added to one's map to make it original. Another fantastic example of this would be Tom D Harding's "Paragon" (see below), which centers around very competitive one sided objective games.
IVLatty's "Reflex"
Tom D Harding's "Paragon"
In closing, instead of adding tele nodes and aesthetic merges to an ordinary map you've made, create a map centered around many interesting things, things other people haven't created themselves! I can't give you any ideas for some, as these maps must be your own, but I hope this helps affect the way you plan your map, next time. This is still entirely my opinion, of course, but this is, again, what
I see as a great map. If you can't get the point I'm trying to get across, here are the things I was trying to get through to you all by making this guide;
- Do not sacrifice game play to make an aesthetic detail.
- Use supplies wisely and take the time to make every area of your map as clean as another.
- Try to only geomerge or interlock when completely necessary, and don't abuse to two.
Thank you for taking the time to read this.