|
| 24 Oct 2012 05:22 PM |
Right now, I'm experimenting several different layouts with my map to create a compelling FPS map, but a certain element of game design have been bugging me lately: symmetry.
It's not as big of a deal with Free-for-All mode, but it's important for the other FPS template modes. Unless there's supposed to be a biased slant toward a center team, a map has to be functionally symmetric in order to be fair.
However, with my experiences with it, it's a little painstaking. With the terrain, copy-and-paste isn't really an option, unlike with bricks.
Is symmetry one of those "grin and bear it" elements, or are there any tips on how to make a symmetrical map?
Also, do I need to keep coordinates in mind while creating every major element, or is plopping everything down and correcting everything later the faster way? For models like control points, should I create brick markers and then position the points that way?
Thanks!
PS: I would say one thing though: Game design is much easier than it was back in 2008. |
|
|
| Report Abuse |
|
|
|
| 24 Oct 2012 06:20 PM |
Here is a real good one. It's called a mirror script , and it makes it easy. Build one side of the map , run this script , then you have a perfect symmetrical mirror image.
http://www.roblox.com/Gen-mirror-image-Wingman8-v1-0-item?id=66675317 |
|
|
| Report Abuse |
|
|
jewelycat
|
  |
| Joined: 10 Sep 2008 |
| Total Posts: 17345 |
|
|
| 24 Oct 2012 06:39 PM |
| @scac, I don't think he meant it literally...? |
|
|
| Report Abuse |
|
|
|
| 24 Oct 2012 07:28 PM |
@jewelycat: In my case, I'm thinking of symmetric as "the red team's side is functionally identical to the blue team's side". For example, the same tree exists at 10,0,10 and -10, 0, -10. Did I get that right?
@scac: Thanks for the link! I'll test it out and see if it's what I need. |
|
|
| Report Abuse |
|
|
69scott69
|
  |
| Joined: 30 Jan 2011 |
| Total Posts: 6136 |
|
|
| 24 Oct 2012 08:14 PM |
| Although if you are using ROBLOX Terrain I don't know if it will copy that. |
|
|
| Report Abuse |
|
|
| |
|
|
| 25 Oct 2012 12:06 PM |
| No sorry it won't copy terrain. But it works good for the parts. |
|
|
| Report Abuse |
|
|
NCISrox
|
  |
| Joined: 04 Jun 2010 |
| Total Posts: 5184 |
|
|
| 25 Oct 2012 03:48 PM |
Terrain cannot be copied, but you can easily make brick terrain to copy.
Sorry, this is off topic, but I am laughing at the ads. NFC has the two richest people, yet X101 has ads in abundance, and they're all making fun of NFC's. xD -NCISrox |
|
|
| Report Abuse |
|
|
|
| 25 Oct 2012 09:50 PM |
Good game design question. One I've looked into a bit myself.
For FPS maps, symmetry is usually a good route to take, as it doesn't give any side an advantage, leaving only team work and skill to the players. Sort of like isolating the variables, I like to think it as.
However, it doesn't necessarily have to be exactly symmetric, just the major points should be present in reletively the same spot on both sides. If I were playing, I would expect the other side's control points to be reflected to my side, same can be said with bases, advantage points, and bottlenecks.
Of course, going to a game's example, last year's halloween event place (The Paintball arena, Werewolves vs Vampires [Or was it zombies?]) had slight changes for the map's rising and lowering points, as the werewolves started at a higher axis point than the other side, and the garden control point on the werewolf side has more hills around it, allowing the other team to almost ambush anyone on that side...
However these slight varriants come naturally with the game. And I wouldn't expect a tree or rock to be in the same place for both sides.
A good way I look at it, is by counting the amount of game "changers" on one side (Traps, cover, structures, ect.) and give the other side an equal propertion. |
|
|
| Report Abuse |
|
|