ck3D, on 24 April 2020 - 08:59 AM, said:
Plus I don't really like the idea that the player would be free to roam around off limits in the map before they eventually die in the lava, if they have Boots, a Portable Medkit and/or the Jetpack it could take forever and they could manage to sneak into a bunch of taboo places.
Yes I get your point and agree. I was meaning the pit lava in my image example, there is lava if you fall down but there's no way to go because you are surrouinded by walls. I think actually I have this problem on my map in the volcano laval area (not playable area, but player could fall there... and roam around the lava extension.
I would like to know what other people think about your question aswell as youi, maybe with our post exchange, I've buried a little bit your question so I will bring it up again.
What do you guys think about what CK3D asked?
ck3D, on 24 April 2020 - 05:08 AM, said:
I'm not too interested in hearing about background sceneries and whatnot (that was covered recently on here as well), but how do you go about those roads essentially leading to nowhere per se in particular? The map I'm currently working on is pretty much a whole city block (realistically-sized/-scaled) complete with a huge central plaza, itself surrounded with a whole network of streets and buildings (and plenty of variations on terrain elevation, etc.). I've completed the whole layout/surroundings so far but the north-western part of the map which is the only open end left, and I'm still kind of debating on how I should close that road in a fashion that doesn't look stupid.
Making unreachable tunnels has been most people's go-to since the late 90's, but I'm kind of over that cheap stuff, plus the north-eastern region of the map already ends like this and I'd like to avoid repetition. I've been thinking of making a destroyed building just laying around blocking everything, but the scale of the section I need to enclose is so large just one building wouldn't really make sense at all and look funny, plus the 2D layout of the level in that part is actually pretty complex and expands for basically the two thirds of the width of the map, so it'd have to be a whole destroyed city block if I wanted to go that route and 1/ that would kill my few available resources left for sure and 2/ it would look out of place. Plus the first map I've made for this project already comprises many destruction scenes and again I would like to avoid repetition.
I'm aware it might be tricky to figure out what I really mean without taking a glimpse at the current layout of the map itself, so I won't mind general suggestions even if they don't happen to match what I'm trying to go for with this particular map. I already have a few semi-abstract thoughts of my own that could work, including some that are popping up just now while I'm typing this, but I still figured I'd consult people and fish for potential ideas that could be better than my own here, for inspiration's sake and get the average player's thoughts as well, if anything, because running out of inspiration when it comes to enclosing the gameplay area (especially in super large city maps) seems to be a common problem for mappers in general. What do you guys usually like to see, and have you had ideas in those regards before that you wish more mappers used?