7 Sins of Map Design.

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AntiVector
102 Posts
Posted Sep 13, 2013
Replied 23 hours later

yishbarr wrote:
Don't use one trigger multiple for 2 sides of the door with fire once only, because, if you walk away from the trigger, you're stuck. Don't use wall textures on floors. Don't use textures that don't fit you're environment.

Oh yeah, I forgot where the tracks were on this thread.

Anyway, here's another to add to the list of symptoms: maps that consist entirely of frustrating flings. This can affect even the best mappers, and yet some people like this practice. Actually, before we have the debate about that opinion, I'll start a new thread for it:

Here.

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tile
380 Posts
Posted Sep 13, 2013
Replied 2 hours later

AntiVector wrote:
I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid tri-

woah, hold on there- hetzchase nailway was awsome. i think the surrealism in it was what made it awsome. even without the weirdness, though, i think combine attempting to overtake aperture is awsome. when i played it, i didn't even think of them as combine, but rather, black mesa people had somehow taken control of the combine and were trying to finish aperture off.

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AntiVector
102 Posts
Posted Sep 14, 2013
Replied 9 hours later

tile wrote:
AntiVector wrote:

I can think of ONE instance where that worked: Anyone remember Hetzchase Nailway? It worked there, but because that mod was already an acid tri-

woah, hold on there- hetzchase nailway was awsome. i think the surrealism in it was what made it awsome.

Might want to read the rest of the thread here, bud.

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Arachnaphob
412 Posts
Posted Oct 02, 2013
Replied 18 days later
When someone exports a PETI map and places a vine in a corner or a mossy overlay in one area and calls their map overgrown
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Gemarakup
1,183 Posts
Posted Oct 03, 2013
Replied 56 minutes later
I hate those maps... They're not even trying to make it look overgrown in THEIR perspective.
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Chilius03
96 Posts
Posted Oct 14, 2013
Replied 11 days later
...Misaligned Textures gets a point and yet 1000's of Misaligned textures in Portal:Still Alive and Portal 2
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Gemarakup
1,183 Posts
Posted Oct 14, 2013
Replied 28 minutes later
Sometimes, it's OK to have missaligned textures but in a few cases only.
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Arachnaphob
412 Posts
Posted Oct 14, 2013
Replied 6 hours later
Behind the scenes environments only with two small chambers with their arms flipped the wrong way.
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Dafflewoctor
415 Posts
Posted Oct 14, 2013
Replied 56 minutes later

Arachnaphob wrote:
When someone exports a PETI map and places a vine in a corner or a mossy overlay in one area and calls their map overgrown

So much this.

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Gemarakup
1,183 Posts
Posted Oct 17, 2013
Replied 3 days later
Making an entire moddb project as your first mappack that includes poor mapping.
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Arachnaphob
412 Posts
Posted Oct 18, 2013
Replied 2 hours later
Tests that require crouch jumping for the solution.
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Gemarakup
1,183 Posts
Posted Oct 18, 2013
Replied 3 hours later
That's actaully less annoying.
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Lpfreaky90
2,842 Posts
Posted Oct 18, 2013
Replied 13 hours later
I hate "custom visuals" maps that don't have any hammer skill in them.
That includes re-uploaded pti maps, stylechanger stuff etc.

... Yes, it's custom visuals but it doesn't show any hammer skills, and it makes proper hammer maps harder to find.

And of course people who refuse to learn and keep making the same mistakes over and over again, even though you point that out to them. So annoying

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FelixGriffin
2,680 Posts
Posted Oct 18, 2013
Replied 32 minutes later
That one I can excuse because it's not the users' fault. It's part of the Workshop.
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reepblue
894 Posts
Posted Oct 18, 2013
Replied 2 minutes later

Arachnaphob wrote:
Tests that require crouch jumping for the solution.

Blue Portals required much of this, along with the side flinging concept. But you need to remember, it was made in a different time period when only ninjas pretty much played Portal. Crouching while flinging does not do as much in Portal 2 as it did in the original Portal, same goes for side flinging.

I really don't care for maps that the puzzles are based on where the portals are placed, rather then the portals themselves. For example, a puzzle that is 100% based on lasers.

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Chilius03
96 Posts
Posted Oct 19, 2013
Replied 7 hours later
I pretty much understood Blue Portals when the mod came out, I wasn't a ninja at portal, I was a noob.
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reepblue
894 Posts
Posted Oct 19, 2013
Replied 8 hours later
Blue Portals was made between 2008 - 2010. The whole majority for types of players switched when Portal 2 was announced in March 2010. That's why the first half is all hard flings, quick timing, and much like Logic Portals while the other half was all about elements and such.

If I had a good enough reason, I would do things differently.

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Gemarakup
1,183 Posts
Posted Oct 19, 2013
Replied 2 hours later
Blue Portals somewhat has a similar design to logic portals. (Glass stairs and warm textures and magnets...)
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reepblue
894 Posts
Posted Oct 19, 2013
Replied 37 minutes later

yishbarr wrote:
Blue Portals somewhat has a similar design to logic portals. (Glass stairs and warm textures and magnets...)

It was greatly inspired by it. But I'm glad it now stands separate rather then a complete clone.

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Chilius03
96 Posts
Posted Oct 19, 2013
Replied 7 minutes later
It was my 1# favourite mod, got any news on Refresh?