01-24-2017, 11:09 AM
I've been working on a map for almost a year now, and after studying the designs of all the maps of the past and actually using the tools myself, I 100% agree with the importance of space in design. (Who would have thought in -space- station 13).
After making a skeleton I feel like I am missing a lot in the muscles and fat, though. What makes a good "quirk room"? All the classics such as the owlery, barber, arcade etc. are staples, but what makes them function well? Is there any room for more than the normal ones?
After making a skeleton I feel like I am missing a lot in the muscles and fat, though. What makes a good "quirk room"? All the classics such as the owlery, barber, arcade etc. are staples, but what makes them function well? Is there any room for more than the normal ones?