01-24-2017, 08:26 AM
(This post was last modified: 01-24-2017, 08:57 AM by ZeWaka. Edited 1 time in total.)
So dions talked to me forever ago about this, but having a 'flow' to medbay is important.
You can kinda see this principle in action on the Clarion.
You come in through the lobby.
Right away, you can choose to operate or to shove in the cyrochambers.
Then, you have the option of running in the medical supply room (which is locked to doctors!!!!!) and grabbing stuff you need.
Next, you choose either cloning or robotics if you wish to resurrect them.
If that fails, then you can shove them in the morgue.
ramble below
Another important aspect of design is vertical and horizontal oriented design. If you have mainly vertical hallways, the corridors will feel 'longer' and you are more likely to be privy to dangers running down or up at you. However if the hallways are horizontal, the hallways are going to be more action packed since people will see eachother faster. I know that whole claim of design might not make that much sense, but think about it. Where are the most action packed places on cogmap2? I bet if we gathered data it would look a lot like: A lot of horizontal areas (not saying thats purely because of my theory, it's also how the map is designed. Cogmap1 now (again, just my opinion):
At the very least, it's an interesting thing to look at once, remember, and maybe think about it if you ever design a map.
edit: ramble more, but it's interesting looking at the differences of 'action spots' on cogmap1 and 2
You can kinda see this principle in action on the Clarion.
You come in through the lobby.
Right away, you can choose to operate or to shove in the cyrochambers.
Then, you have the option of running in the medical supply room (which is locked to doctors!!!!!) and grabbing stuff you need.
Next, you choose either cloning or robotics if you wish to resurrect them.
If that fails, then you can shove them in the morgue.
ramble below
Another important aspect of design is vertical and horizontal oriented design. If you have mainly vertical hallways, the corridors will feel 'longer' and you are more likely to be privy to dangers running down or up at you. However if the hallways are horizontal, the hallways are going to be more action packed since people will see eachother faster. I know that whole claim of design might not make that much sense, but think about it. Where are the most action packed places on cogmap2? I bet if we gathered data it would look a lot like: A lot of horizontal areas (not saying thats purely because of my theory, it's also how the map is designed. Cogmap1 now (again, just my opinion):
At the very least, it's an interesting thing to look at once, remember, and maybe think about it if you ever design a map.
edit: ramble more, but it's interesting looking at the differences of 'action spots' on cogmap1 and 2