
Moderator: Cartographers

face it its not a piece of art, nor is it a mapantjo wrote:the tower is as a bridge between foreground and background
how will you handle this
the tower is not only visual a strong aspect
its also an important aspect in gameplay
I am going to agree with DiM here. A map needs to make the player understand why they are fighting. With abstract maps this is much harder to do because there might not be a good frame of reference for the player.DiM wrote:antjo, you have to understand that all map makers do these maps for the whole community. in order for the map to be accepted the whole community must like it and accept it. it seems you have lots of ideas some good some bad and you're starting to learn fireworks. this is a good thing, but you must understand that if the community says the map is not good you must start a new one or try to improve the current one, listen to advices and do the requested modifications. communicate with everyone, describe your map, be open to suggestions, etc.
for example i have no idea what this map is about. the gfx are better than the last maps you've done but they are still bad. but the main problem is that the map has no appeal. what's the theme? what should i think about when i'm playing this map, what's that land? what am i in that map?
in other maps is simple, i'm a chinese checkers player and in play on a chinese checkers board, nice theme nice feeling.
or i'm trying to be king of the mountains and i must defeat the other contenders in widowmakers map.
here i have no idea what i'm supposed to do, i'm not motivated at all to attack sky 7 or vis.
