Actually, I've been working on this guide for quite a while already. However, the latest discussions on map quality and stuff like that somehow encouraged me to finish it as fast as possible.
I hope this will finally clear up my personal position regarding AssaultCube maps and furthermore help to understand that working within given bounderies shouldn't be confused with cutting off creativity...
This article is mainly focusing on how to find ideas, transforming those into a map layout and at the same time regard given limits and rules in order to produce an original, outstanding and consistent piece of work.
Besides that it may serve as a guide for mappers who may not be sure what actually makes a decent map.
Feel free to notify me about typos/plain mistakes or misleading phrases and of course any kind of feedback is welcome!
You'll find the article at AKIMBO: Map Design
I hope this will finally clear up my personal position regarding AssaultCube maps and furthermore help to understand that working within given bounderies shouldn't be confused with cutting off creativity...
This article is mainly focusing on how to find ideas, transforming those into a map layout and at the same time regard given limits and rules in order to produce an original, outstanding and consistent piece of work.
Besides that it may serve as a guide for mappers who may not be sure what actually makes a decent map.
Feel free to notify me about typos/plain mistakes or misleading phrases and of course any kind of feedback is welcome!
You'll find the article at AKIMBO: Map Design