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Report RSS Our first map (view original)
Our first map
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SinKing
SinKing - - 3,119 comments

It is really hard to see exactly what is going on here (for an outsider). I'm sure you have it all planned and I can see somecolor code (e.g. yellow for police man). I think more colors could help identify objects in the game easier.

You should think 3 dimensional. So you start with pen+paper design, but you put another sheet on top and using it for e.g. stairs and first floor. Even a warehouse has some verticality. This keeps your layout tidy and orderly.

Some questions remain: why do you turn off all the valves to get to the scaffolding? Why are all the valves turned up in the first place? Who puts valves in places where they don't belong anyway (I usually expect them underground)? Isn't it easier to come from one of the other three available sides and just climb the scaffolding?

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3DWorlds Author
3DWorlds - - 24 comments

Thanks for the critique.

Originally the Warehouse was more vertical but I had some re-sizing issues. It didn't want to take a big picture. So I didn't get the right result. It came out all square. I will try layering next time.

You are supposed to turn on the valves to make the scaffolding move. They are for a group of men to help move heavy box supplies to other places. It's just that the scaffold is so high and stagnant.

Earlier I was going to put ladders there. I just wanted some jumping puzzles.

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Description

I made this in class today for myself. As an example of how we design levels.