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Post by twiggy on Aug 26, 2011 0:38:31 GMT
This is an indoor map that has an outdoor area. The blue/green lines are area portals. The purple lines are hints. The yellow is nodraw because the horizontal oval it encases is a displacement due to it being an "outdoor area". It looks boring because I have added the propers, func_detal walls/walkways, etc. Any suggestions?
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Post by yaznee on Aug 26, 2011 4:39:22 GMT
Add in game screenshots
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Post by Zeph on Aug 26, 2011 10:16:07 GMT
I'm pleased you're designing it with optimisation in mind (extending walls to count for hint brushes). I would say don't worry about any of it, but you've actually picked reasonably good spots for the hints. The bottom half of the main bit is not very symmetric, yet taking up similar spaces. I quite like that. The top half is a bit more symmetric, perhaps change a couple of rooms a bit to break this? The octagonal room bottom right has a door into it's outside area with no link to the bottom half. It's a huge dead-end room. Perhaps and additional door there somewhere? Maybe on the left wall of the octagonal room? I also notice you don't have many Area Portals in view at the same time, which means, so long as the rooms are entity-heavy, they wont overload the system. Just be sure for those round corners (and you can do with to all of them there) that they look like this:
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Post by twiggy on Aug 26, 2011 13:57:30 GMT
Okay, here is the new layout... I'm kinda unsatisfied with these two new rooms. It adds more fluidity to my map (two more places to run and get around) but I think the design of the rooms will be hard to optimize. Any suggestions for that? Would I use a Hint in each room or leave them as AreaPortals?
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Post by twiggy on Aug 26, 2011 14:01:31 GMT
Also, thanks for the compliments and advice, Zeph.
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