My days can be spent in front of a script, in 3DS Max
doing map layouts, talking to coders and artists to see how they're getting on, writing documentation, sending emails to the boss men to get their thoughts on things, trying to organise everyone ready for a play test, and getting tea.
Not exact matches
Level design doesn't even begin to describe what goes into these
maps, as they take into account far more than ledges to climb and the
layout of the land.
18.5 ″ is a very wide Economy Class seat (especially on a 777 with 10 - across seating) so I'm not sure if SeatGuru has got the numbers wrong or if this has something to
do with the staggered
layout of the cabin rows that the seat
map shows:
When I book an economy ticket and the seat
map opens, not only
does it display the usual economy seats in a 2x5x2
layout, but it also opens up the Business Class ahead which is in a 2x3x2
layout, with angled flat seats.
In Skyward Sword, not only
does the Dungeon
Map show the layout of the dungeon, but it also takes the use of the Compass, and also shows all the Treasure Chests and other notable stuff on the map itse
Map show the
layout of the dungeon, but it also takes the use of the Compass, and also shows all the Treasure Chests and other notable stuff on the
map itse
map itself.
There are tons of details in the units and level
layout, and I
did not notice any repetitive textures like many RTS
maps are plagued with.
- dungeon
maps are a 3D model - specific locations you need to pursue are marked - can't see a floor - by - floor
layout - no compass - dungeons are smaller and less labyrinthine - dungeons have a friendly voice guiding you that offers general hints and warns you of the boss - this voice is not heard outside of the dungeon, and Nintendo has not mentioned who the voice belongs to - dungeons
do not hide items that are required to complete the dungeon - bosses won't be based around a singular dungeon - focused item - when you find a dungeon, you need to make sure you have everything you need, and lots of it - one dungeon has pockets of a poisonous, sentient liquid that hurts to touch - this substance is called malice, and little eyeballs will sprout from these patches - attacking the eyeball will clear away the malice and sometimes constituted a small puzzle - diamond - shaped switches that can be activated with an attack are present, and still react to your sword, bombs or arrows - in one dungeon, after activating a switch with his Sheikah Slate, Link was able to control the dungeon slightly - when looking at the
map, he could tilt the dungeon in order to open new paths or to make blocks and switches slide around
You're better off learning the
layout of the stage rather than relying on the
map, and expect to run around a bit as you figure out exactly what you have to
do.
Although the various boards have plenty of funky spaces that
do things like change the
layout, shoot you across the
map, or drop you into a brief minigame — these are the Candyland slides I mentioned — the basic motivation for each player is to get around a circuit to collect suits by passing specific spaces.
No matter the hours put into the story mode, I
do not believe that the
layout of the
map will ultimately stick within the player's mind.
These
maps offered both fair and balanced
layouts and didn't favour one side over the other — a problem that continually plagued Black Ops 3's multiplayer
maps.