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Trying a new map. Any feedback is welcome. what about those prisonbardoors?
  • walldeaf
  • Added: 03/08/2013 11:04 PM
  • Last updated: 01/29/2026 05:03 AM
  • 2295 views

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Pages: 1
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
you are not using those prisonbardoors correctly

like step one would be to not put a door in front of a solid wall, because the only reason to do that would be to play a joke on a blind person. they open the door and try to walk through and WHAM it's a wall

step two would probably be to find a version that doesn't cut off halfway in the middle of a bar on both the left and right sides. that jailbar tile is only designed to be used along with the end-pieces on both sides of it. i'm pretty sure there is an actual door version of that tile, right?

also stalagmites don't grow out of tile floors, they only grow out of natural stone. recommend you use indoor doodads probably.

is this a prison? try actually showing the cells, with people and beds in them, instead of just putting black ceiling tiles where they should be. I think it'll look much nicer. I had a prison sort of like this, and redid it like that and it looked 30x better. but then the water makes me think maybe this is a sewer, not a prison. confused.
Trying really hard to look for an explanation for this place, you could say that it was a cavern that had its walls reinforced and floors tiled to turn it into a prison. This also explains why the waterflow is so irregular and not anything like a sewer system... They just left the stalagmites in there hoping that intruders or escapees would trip and impale themselves. xD

Yeah, but no, that's too far-fetched! ...Better to look at images of real prisons, both modern and ancient, and draw inspiration from them. Research is just as important for game design as any other area. (Except maybe gameplay) And a better understanding of architecture among other things would help you a great deal with your mapping and level design.
This is not a prison, I'm just using the prisondoors as a wallfiller.
I will take them out, due to the confusement.
It is an underground passage (I thought you could see that in the title of the picture).
So the stalagmites aren't the right ones for this then.
Also doing the straight to the bigger rooms now, not curved or in a bendy way, giving
the player the option to explore a little.
Maybe a dirt floor would suit better here, what do you think?
I think if it's supposed to be an underground passage you'll have to make a decision. Is it human made? Or natural? If human, then get rid of all the stalagmites/tites and make the water tile one of the non-natural tiles.
If natural, make the walls and floors dirt or rock type instead (I know there's a neat grey stone wall available in the RTP that goes with the grey stalagmites and has both a light and dark floor tile. It's also supposed to go with that water, so I recommend using that one instead.)

Also, the water going into the darkness/tunnels... try using shift mapping to make it so that there's not a 'top' to those tiles so they actually look like they don't stop at that point and instead continue into the tunnels.
Thank you for your feedback.

Map is changed in the game. (Not in the current demo btw)

/wallie
Pages: 1