Okand37 - Mapper Application

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Okand37
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Re: Okand37 - Mapper Application

Post by Okand37 » 20 May 2018, 21:34

And we're finished with the final version of the map! :tada:
You can view the google drive of it here!
Or you can view it as a .jpg down below
► Show Spoiler
I play Verena Knox, an extremely unlucky girl, among other characters.
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spookydonut
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Re: Okand37 - Mapper Application

Post by spookydonut » 20 May 2018, 23:59

Can you upload a higher res version of it?

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Okand37
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Re: Okand37 - Mapper Application

Post by Okand37 » 21 May 2018, 00:10

spookydonut wrote:
20 May 2018, 23:59
Can you upload a higher res version of it?
Okand37 wrote:
20 May 2018, 21:34
And we're finished with the final version of the map! :tada:
You can view the google drive of it here!
The google drive image above is of much higher quality than the .jpg listed under the spoiler. Alternatively, here's a direct link: https://drive.google.com/file/d/1K5AH-u ... zI8TB/view Hope that helps!
I play Verena Knox, an extremely unlucky girl, among other characters.
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spookydonut
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Re: Okand37 - Mapper Application

Post by spookydonut » 21 May 2018, 05:52

https://i.imgur.com/Q1pnax9.jpg

I dont get what the purpose of the orange circled areas is, are they maintenance areas? if so why are they empty and not being used for power/ventilation?

green boxes are high traffic zones intersecting with the area that people will be stationary, like in front of vending machines.

red squares are where you've made the mistake that I often make of a 'hidden' 1x1 chokepoint of movement, they tend to cause a lot of player anger due to blocking or bumping.

Overall it feels like you've made it too cramped, this is a ground map, you're allowed to use more space, especially in between rooms/buildings. I look forward to any further work you put into it.

Edit: I see disposal bins but no pipes linking them

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Okand37
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Re: Okand37 - Mapper Application

Post by Okand37 » 21 May 2018, 06:20

spookydonut wrote:
21 May 2018, 05:52
https://i.imgur.com/Q1pnax9.jpg

I dont get what the purpose of the orange circled areas is, are they maintenance areas? if so why are they empty and not being used for power/ventilation?

green boxes are high traffic zones intersecting with the area that people will be stationary, like in front of vending machines.

red squares are where you've made the mistake that I often make of a 'hidden' 1x1 chokepoint of movement, they tend to cause a lot of player anger due to blocking or bumping.

Overall it feels like you've made it too cramped, this is a ground map, you're allowed to use more space, especially in between rooms/buildings. I look forward to any further work you put into it.

Edit: I see disposal bins but no pipes linking them
To answer these orderly one by one:
1. The orange circled areas were meant to be maintenance tunnels, but I didn't really put anything in them as I didn't think that it was important for the showcase. Additionally, I don't really have the same assets that CM has, otherwise I think it could've been fun to use them and spruce up the maintenance/storage areas.

2. I'll keep the vendor space in mind in the future, thanks!

3. I wasn't too worried about making the tunnels overly large due to the size restrictions (100x100) and the fact it is more of a demonstration than an intended playable map. I'll definitely make sure to keep this in mind in the future, but I don't think I'll be making any edits to the test map above as of the moment unless BMC wants/needs me to!

4. I did indeed make it cramped, although this was partially intentional. I wanted to keep it in the 100x100 suggested size limit but still show a good variety of buildings with some creative layout/planning and features. While I could've expanded the base out more by getting rid of some of the caves/thick terrain, I wanted to showcase that I can also make terrain as well as structures so I put more of an emphasis on including terrain. I can definitely make more spacious areas (see: delta station compared to other stations like omega or planetstation) but intentionally made this one compact for the reasons above.

5. As for the disposal bins, I didn't include the disposals tubing as I was only instructed to have proper atmospheric piping and a power net for the test map. However, if I was to include one, I'd likely loop them around to a separate disposals room along the end of the engineering access hallway or in one of the two maintenance areas!

I hope that answers all of your questions in a helpful or at least satisfactory manner.
I play Verena Knox, an extremely unlucky girl, among other characters.
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spookydonut
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Re: Okand37 - Mapper Application

Post by spookydonut » 21 May 2018, 07:18

Yep sounds good.

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SecretStamos (Joshuu)
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Re: Okand37 - Mapper Application

Post by SecretStamos (Joshuu) » 22 May 2018, 11:05

Definitely looks interesting! Spook is right, we generally do want to avoid single tile width hallways because of the trouble that occurs.

With a small map like this, I've noticed sometimes simplicity isn't a bad thing, so I don't think there's a lot of pressure to make it cramped. Sometimes less is more, and clarity carries its own charm.

Overall, I like it though.

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Nicboone
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Re: Okand37 - Mapper Application

Post by Nicboone » 23 May 2018, 01:03

I mirror the opinion of the rest of the team, and leave the decision in their hands- also sick character art. Tell spessmanart he did great on making it
Relax like Redax. "The fucking stupidest thing ever said by an SL"
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Bmc777
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Re: Okand37 - Mapper Application

Post by Bmc777 » 03 Jun 2018, 06:08

I should've gotten back to this sooner than I have, but we've been pretty busy. Everything is looking good, going to do some final discussion with the other Heads. Expect to hear from me within the next couple days with a final decision.

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