He’s talking about mapping though…
I dislike the idea of areas seperated by roads/teleports. The roads and paths should be the map, with a coridoor and rooms being a microcosm of a street with houses.
It is good that you have planned out your map before jumping in, many don’t. I recommend making it from orange blocks, resist the urge to decorate just make the bare bones and have a wander around.
Ask yourself the following:
Is this the right dimensions - if the buildings are too small, streets to narrow and the areas to cramped it will have no immersion.
Are all these areas necissary, your map has a school being as large as a ghetto is that the right decision?
Can I get to where I want to be
Are the areas as easy to nagivate as I want them to be - eg a slum should be a warren, a main square should be a nexus from which you can easily go anywhere
Are there areas where people can be alone for illegal stuff
Are there areas where people naturally congregate for social/selling/protests etc
Are the areas correctly positioned relative to each other eg you dont want a police area between the ghetto and shops otherwise it will be a constant fire fight/conflict. Place the police close to areas you want to be nicer and more lawful.
General tip thing:
Further from the police station => more crime
Further from spawn => less people
Distance can be artifically increased by making winding paths or travelling where to don’t have line of sight (eg a sewer)
A straight path between places makes them well connected and “close” consider this a different metric by which to measure distance.
For Darkrp if you have people a big space with only a few entrances/exits + a good way to view people coming they will make a base there, to discourage bases provide such an area with prebuilt furniture/shelves or add extra windows/entrances.
You could make a luxury holiday resort with garages for custom cars, swimming pools, mirrors on the ceiling, onsuite bathrooms etc but if it is far from spawn it will be a ghost town.
[editline]7th July 2014[/editline]
consider it a balancing act between playability and immersiveness.
A map might be immersive with realistic distances but people will have to walk for ages to get somewhere and most of the map will be filled with carparks, huge roads and identical boring houses.
A map might be playable with social manipulation to get people to act and play as you expect them to and have fun but if they find a map alien and uncanny they will go to other playable maps.
Also consider intuitiveness and themes. If you see a wooden door which you can break open then see another identical wooden door which you can’t break you will question why, same with windows. If you see a big corridor and a smaller corridor you expect the big one to lead to more places or a more major place.
Try to have visual themes. The police/nice area should be visually different, more open, more modern, cleaner, brighter ie safer. The slum should be more run down, more litter and more places for people to hide. Even if people can’t use those hiding places or the windows are boarded up it will create that element of “they could be anywhere, they are watching me”.
Sounds are another useful thing for this.
Use sound and colour to tell people what an area is.
“ah red bricks, brown colour scheme and an metal grinding engine sound, this is the industrial area I can find myself a warehouse here”
“ah bird noises, green pallete this is nature I can find trees and stuff”
“ah dripping water noises, I must be in a sewer I can store my shit down here”
Sound is also an effective camouflage. A background soundscape with the occasional noise and drone ie a buzzing light and the occasional metal scraping sound/metal bang/vent noise/helicopter flyby noise will help to disguise player made noises.
Size and scale is a big thing for immersivity consider early rp maps with roads nobody really used, they were 128-256 units wide. You put a car on there and think, thats not a road its a footpath. Also building sizes, don’t be afraid to stray from the 128-256 convention. A room with height 192 gives you extra space to play with lights, it also makes building more realistically tall. Walk down the street and look at a building, the ground floor is usually 2-3 times taller than a human.
Experiment with layers also, everything is not flat, have streets on an incline, have terraces, have concrete platforms
In lots of major cities they have these trenches round houses
that area also gives players an extra space to do things.