Mechanism maps ( P6) usually suffer from this, mostly those that contain traps and cages. Replay value: Even if your map is considered great, you have to remember that if it is something common, it will become dull.If it does not use the space wisely, it won't be something remarkable in most cases, and therefore won't deserve any highlight. Unused space: Remember that the standard size of a map is 800x400 and this space must be well used, even if it has a new concept.An example is setting alternative paths to get to the cheese and return to the hole in a racing map ( P17). If you think running and climbing or just running is something innovative for a map, think outside the box because this isn't fun in any way. Gameplay: If your map does not offer a challenge, it is not interesting.Create your map based on your personal or even life experiences, something that inspires you. Remember: never copy an existing map and avoid recreating concepts that already exist in other maps in rotation. If you don't have any ideas for your map, take your time and you'll eventually find an interesting concept. However, trying to create something new is essential for a map to succeed. Originality: There is no problem with taking some inspiration from other maps to create your own.Remember it is a very light perm and is subjective to the person reviewing it. Tigrounette defined the criteria for P1 simply as "enjoyable".Challenging maps are fine, but must not be insanely difficult.Decorations/ backgrounds should not be abused.Shaman should not be trapped offscreen for the sole reason of not interfering unless necessary. ![]()
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