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Post by motanum on Mar 12, 2010 11:17:20 GMT
So, people hate symmetric maps, they are boring. But what about playing with symetry? One idea I had, and used in one map was to model the human body symetry. As in the human body is symetric only in the outside. Inside it is not symetric at all. So i used this Idea in one of my old maps cs_bank2_final ( www.fpsbanana.com/maps/123318 ). the map is symetric on the streets, but once inside the bank it is not symetric with different alleys and altitudes. What do you guys think of this idea of playing with symetry in your maps? Any other ideas or suggestion that might work but have doubts? I thought we could do some reaserch into this
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Post by Zeph on Mar 12, 2010 11:23:49 GMT
I'm quite mathematically minded, so i often accidentally build to symmetry. things to me need to be "perfect" and i'm quite pedantic at making them so. This, alas, leads to highly organised and symmetric maps, which is not great. There's nothing wrong with it, but to over-do it would be bad. You can always remove the effect by adding unique details, such as props, etc.
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Post by Xenomorph on Mar 12, 2010 23:11:05 GMT
My first map "Leadworks" is also symetric, but only because i rebuild the original version of it from 1999, and that allready was symetric: Because it being symetric i sometimes get lost on which half i am while running trough the corridors that look the same. I wouldent call that a good thing but hey its my first map / experiment. What it comes down to is non-symetric maps feel more realistic = nicer map. It also makes it easier to identify where you are in the map and where ur fav weapons are and how you can get there the fastest. Hope this helps.
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Post by Zeph on Mar 13, 2010 0:04:23 GMT
But Xeno, you make your two rooms in the middle either side unique by having a "maintenance" room, where the primary lights are off and lit by lamps, while the other room is unaffected. This adds the uniqueness which i mentioned above, which breaks the symmetry.
Props, decals, overlays, textures, lights, etc, can be used effectively to 'hide' the fact it's symmetric.
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Post by Xenomorph on Mar 13, 2010 1:01:02 GMT
But Xeno, you make your two rooms in the middle either side unique by having a "maintenance" room, where the primary lights are off and lit by lamps, while the other room is unaffected. This adds the uniqueness which i mentioned above, which breaks the symmetry. Props, decals, overlays, textures, lights, etc, can be used effectively to 'hide' the fact it's symmetric. Yeah that was the whole idea of the normal and the powerdown room, to make differences in the big rooms. The corridors you start in before you reach the big rooms are exactly the sametho. Only when you enter one of the bigger rooms you know on which side of the level ur at. When i span in the map i cannot tell on which side im at at all, even wile i build the map myself so go figure
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Post by Zeph on Mar 13, 2010 11:52:58 GMT
You could add unique pipes to them, running along the wall or ceiling
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Post by Xenomorph on Mar 13, 2010 14:19:06 GMT
Yeah mayebe something for the final final final edition of the map i could do. ;D
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