(07-14-2011, 02:17 PM)Maddin Wrote: d) Gameplay AND detail are both very important. A map gets boring if there aren´t any details. Of course, details shouldn´t block the player, they shouldn´t be affecting the main flow of the map. But wouldn´t we implementing eye-catching details, maps would still look like in quake 1. For example the UT maps, they all have a lot of details that it makes playing this game just so funny.
Yeah...not really. Aesthetics has some form of importance in map making (I know this, I used make maps/currently working on one), but for the purpose of DEATHMATCH, gameplay should be the utmost important aspect. There have been so many maps made for nexuiz where aesthetics were of such high significance to the mapper that it became detrimental to gameplay on those maps. Of course, this isn't an original map, just re-textured, but when an
original or
ported map is created, it should be thoroughly tested to ensure that the gameplay is not only successful, but enjoyed. If you think about it, amazing graphics *USUALLY* has an affect on framerate, mostly dropping it. At that point, if you have a low frame rate, can you really play well on that map? As far as I know, nexuiz and xonotic's mouse input is pretty much frame rate dependent, meaning that even if you mouse accel off you will still feel a form of inconsistency that is not only noticeable but detrimental to your aim. You won't have fun getting owned because of "aim fail", and thus your "enjoyment" of the map declines. This isn't even taking into consideration any obstacles that might block certain areas or whatnot.
Anyway, back on topic....nice work. This map was fun on nexuiz, I wonder how it plays on xonotic...