Using one wall texture is honestly fine if it manages to be used well with other types of architecture which add some variety. In the case of GFZ I think it's more of an issue of dull design, as not having texture variety ultimately falls under that. I read your other post and I have a feeling...
Hardly. Consistency in a game is way more important, and this is honestly the first time I even heard of someone saying dull visuals help ease players into the game. Green Hill Zone/Emerald Hill Zone are simple but not dull. Despite using the same textures for the actual level there is plenty...
I guess I should post here. Anyway I'm going to be reworking a map I started last year and turning it into GGZ act 1... Which is the first level. No pressure. My goal of the map is to make it feel massive while once in a while reminding the player where he or she is. Because in the end, no...
I have a few ideas, and they are based off of mapping events from other communities:
1) Give a theme (Already explained)
2) Make it less open-ended
Put rules and restrictions in place; set the gametype. Have all maps be match maps, or single player maps, or whatever. It will help people...
Uh, I just think it'd be fun. Not to mention restriction breeds creativity; just compare Vanilla Doom maps to ST maps. If they forget to make the maps enjoyable by focusing on the theme then that's on them. The staff shouldn't have to coddle their users and pass up a fun idea.
Bravo, Doctor! This is a wonderful gesture towards the SRB2 community and it seems beyond the shadow of a doubt that this is completely legitimate and contains no ill plans on your behalf.
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