1 |
Functional maps are best.
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1 |
Functional maps are best.
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2 |
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2 |
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3 |
Nobody cares about realistic or fancy heightmaps, the most popular maps are always flat except for occasional ramps.
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3 |
Nobody cares about realistic or fancy heightmaps, the most popular maps are always flat except for occasional ramps.
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4 |
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4 |
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5 |
Same goes for the texture, my favorite map textures are always ones which are least distracting and easy on the eyes. The red hue of Titanduel and Red comet are 2 good examples, whereas that new map Zed is an example of trying too hard.
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5 |
Same goes for the texture, my favorite map textures are always ones which are least distracting and easy on the eyes. The red hue of Titanduel and Red comet are 2 good examples, whereas that new map Zed is an example of trying too hard.
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6 |
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6 |
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7 |
I
think
the
most
important
feature
which
is
harder
to
recognize
or
analyze
is
the
gameplay.
Some
maps
can
be
surprising
in
this
regard,
for
instance
Geyser
looks
like
ass
and
has
a
very
simple
heightmap
yet
I
always
seem
to
have
a
fun
game
on
it.
Other
maps
like
Zion,
Seths
Ravine
or
Coagulation
Marsh
look
pretty
good
and
have
complex
heightmaps
but
are
rarely
played
for
the
simple
reason
that
the
gameplay
just
isn't
interesting.
|
7 |
I
think
the
most
important
feature
which
is
harder
to
recognize
or
analyze
is
the
gameplay.
Some
maps
can
be
surprising
in
this
regard,
for
instance
Geyser
looks
like
ass
and
has
a
very
simple
heightmap
yet
I
always
seem
to
have
a
fun
game
on
it.
Other
maps
like
Zion,
Seths
Ravine
or
Coagulation
Marsh
look
pretty
good
and
have
complex
heightmaps
but
are
rarely
played
for
the
simple
reason
that
the
gameplay
just
isn't
good.
|
8 |
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|
8 |
\n
|
9 |
I think @Orfelius map Isle of Grief is an example of a recent map which employs good common sense in all these categories, though the color choice could be better.
|
9 |
I think @Orfelius map Isle of Grief is an example of a recent map which employs good common sense in all these categories, though the color choice could be better.
|