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The map's architecture
zeemeerman2 Offline
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#3
RE: The map's architecture

You might want to address height in addition to width and length when discussing maps and the lore around them.
For instance, the Archive Tunnels:
[Image: amnesia_map__archive_tunnels_by_hidethed...4152an.png] The roundabout-part of the Archive Tunnels. No doors for the possible room over there. Useless, you'd say? Well, I think the middle of that roundabout is the shaft for the elevator encountered in the Back Hall.

You see how weirdly designed the Storage is?
[Image: amnesia_map__storage_by_hidethedecay-d417w44.png] Not efficient at all. Yet you have a locked door somewhere. Do you know where it leads? Perhaps to other chambers which then fit in the design as a whole? And maybe it also leads to (for players hidden) chambers in other levels which make up for the weird design you encounter?

Locked doors, crumbled rocks, etc... all stuff where the player can't enter, but you can make up something in the lore for it.

Lastly, not all levels should be lore-wise designed as a whole. Some "levels" could be built modular: one chamber was enough for its time, but after a while another chamber should be built. But because there was no place to build it as other chambers next to it already exist (the ones not accessible for the player), some engineering tricks should be pulled out: create a tunnel and perhaps a corner, then build the next chamber after that. And so on...

From a game-technical point of view, all levels don't fit as a whole castle. Some levels overlap in the greater architecture, or are just positioned wrong. Re-creating Amnesia in Minecraft as one big castle, I saw that the big door in the Rainy Hall and the big door in the Entrance hall, which "should" be the same, actually are tens of metres away from each other in reality. Daniel's Chamber and the Study basically overlap, as the two doors are next to each other in the Back Hall. The Archive Tunnels has two exits who lead to the same door in the Back Hall. I could go on...

So please only complain about the lore section, then make something up to address your issue. Thanks. Smile
06-03-2012, 12:32 PM
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Messages In This Thread
The map's architecture - by cantremember - 06-03-2012, 11:09 AM
RE: The map's architecture - by Bridge - 06-03-2012, 12:17 PM
RE: The map's architecture - by zeemeerman2 - 06-03-2012, 12:32 PM
RE: The map's architecture - by failedALIAS - 06-23-2012, 10:27 PM
RE: The map's architecture - by Bridge - 06-03-2012, 08:09 PM
RE: The map's architecture - by zeemeerman2 - 06-06-2012, 11:28 AM
RE: The map's architecture - by Putmalk - 06-03-2012, 08:25 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 08:49 PM
RE: The map's architecture - by cantremember - 06-03-2012, 08:58 PM
RE: The map's architecture - by Adny - 06-03-2012, 09:31 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 09:33 PM
RE: The map's architecture - by Adny - 06-03-2012, 09:41 PM
RE: The map's architecture - by Prelauncher - 06-03-2012, 09:45 PM
RE: The map's architecture - by spukrian - 06-11-2012, 09:38 AM
RE: The map's architecture - by cantremember - 06-03-2012, 10:11 PM
RE: The map's architecture - by Fomzo - 06-08-2012, 01:07 PM
RE: The map's architecture - by asciipornstar - 06-11-2012, 04:55 AM



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