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 Post subject: Re: [STM] Seahouse (v1.60)
PostPosted: Wed 08 Jul 2015, 04:57 
Walking Encyclopedia
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Joined: Sun 05 Jul 2009, 09:08
Posts: 3228
Location: Singapore
Gender: Male
Seahouse (Version 1.60)
ImageNormal
ImageOutbreak
Game Modes: Battle / Extraction / Outbreak / Chemical Warfare
No Vehicles

Updates:
(V1.60) 080715, 1200: Some lighting changes especially in Outbreak. Some slight decorative changes to the light towers. Added(stole) wave effects from Nightfall's Bridge. Team bases no longer non-teleport to facilitate chemicals.

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 Post subject: Re: [STM] Seahouse (v1.60)
PostPosted: Wed 08 Jul 2015, 15:53 
Crimea is ours!
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Joined: Tue 16 Apr 2013, 14:56
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what i dont like about your recent maps is that they are too rectangular and symmetrical


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 Post subject: Re: [STM] Seahouse (v1.60)
PostPosted: Wed 08 Jul 2015, 17:32 
Geneshift Creator
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Joined: Sat 14 Mar 2009, 17:50
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Nice STM, will add.

I agree that overall rectangularness isn't the best. I suffer from it too in some maps like Canal. But symmetry can be argued to be a good thing. It's definitely better from a purely competitive point of view. However symmetry can come in 5 forms. It's usually only bad when all 4 corners of the map are exactly the same. So it's symetrical both vertically AND horizontally. A map like Canal has point symmetry around the center. So it's still good for gampelay, but visually doesn't look too repetiitive. The new Downtown is basically symmetrical, but it's got symmetry on a diagonal so you notice it even less.

In general I think symmetry is good for balance and helps make maps faster, but having all 4 corners be the same is a bit bland. Diagonal or point symmetry is probably the best of both worlds.

Then again, I think Asylum is my favourite map of all time and that's not symmetrical at all.

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