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What makes a good map good?
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<blockquote data-quote="Nytmare" data-source="post: 7959983" data-attributes="member: 55178"><p>My pet peeves:</p><p></p><p>Building/dungeon layouts that just don't make any logical sense. Dead end corridor? Three otherwise empty rooms in a row, each with big scary monsters in them that have just been hanging out for a thousand years waiting for an adventurer to wander in? If things live in your dungeon, make their living there make sense. If you're designing a fortress, make the rooms have a purpose and have them be defendable. If the players are exploring an orphanage, there probably won't be a maze full of traps in it.</p><p></p><p>Try not to give away meta information from a bird's eye view. Fighting internally for a first person perspective of the adventure is already work enough, don't broadcast to me that there's a secret room by leaving a giant hole in the map where the secret room is obviously hiding.</p><p></p><p>Don't design a giant dungeon that just barely doesn't fit on a typical battle map. I mean seriously, the things are pretty standardized, don't make me erase the entire thing so that I can fit the last 3 rooms of the dungeon on there.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 7959983, member: 55178"] My pet peeves: Building/dungeon layouts that just don't make any logical sense. Dead end corridor? Three otherwise empty rooms in a row, each with big scary monsters in them that have just been hanging out for a thousand years waiting for an adventurer to wander in? If things live in your dungeon, make their living there make sense. If you're designing a fortress, make the rooms have a purpose and have them be defendable. If the players are exploring an orphanage, there probably won't be a maze full of traps in it. Try not to give away meta information from a bird's eye view. Fighting internally for a first person perspective of the adventure is already work enough, don't broadcast to me that there's a secret room by leaving a giant hole in the map where the secret room is obviously hiding. Don't design a giant dungeon that just barely doesn't fit on a typical battle map. I mean seriously, the things are pretty standardized, don't make me erase the entire thing so that I can fit the last 3 rooms of the dungeon on there. [/QUOTE]
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