Ok, Diedel wanted that I show some of my levels and here they are .
http://mypage.bluewin.ch/snytek/descent ... levels.htm
I know, they are not everyone's taste but give them a chance . Most of them are very symmetric and are designed for Anarchy and CTF. I've made some notes about the game modes and the best player number (based on experience). I probably will add some in-game screenshots but it's often dificult to chose a representative one - that's why I just show the map shot.
Cheers
SnyTek
PS: If you play D3 have a look at the D3 level Section of my page
SnyTek's D2 Levels
I really like how you did the screenshots on your page where you used the Automap. No better way to show what you're going to get!
That said, my suggestion would be to learn to break from symmetry. Sure, we all love symmetry because it makes our lives much easier (you only build half the mine! ), but in practice, it's boring for the player. Rarely are maps for any multiplayer game symmetrical anymore, except for modes like CTF.
I like to practice \"broken symmetry\" in many of my designs. Often, I'll start symmetrical and then find ways to break it apart. Resize a room in one half, run a corridor that doesn't exist on the other side, change up the elevation, lighting and textures, etc. The end result is usually something that exhibits the benefits of symmetry (players can find the pattern), but doesn't bore them (there's enough broken about it to keep them on their toes). Eladom seems to be a good example of this (by visual inspection).
You have fairly nice, uncluttered designs nevertheless.
That said, my suggestion would be to learn to break from symmetry. Sure, we all love symmetry because it makes our lives much easier (you only build half the mine! ), but in practice, it's boring for the player. Rarely are maps for any multiplayer game symmetrical anymore, except for modes like CTF.
I like to practice \"broken symmetry\" in many of my designs. Often, I'll start symmetrical and then find ways to break it apart. Resize a room in one half, run a corridor that doesn't exist on the other side, change up the elevation, lighting and textures, etc. The end result is usually something that exhibits the benefits of symmetry (players can find the pattern), but doesn't bore them (there's enough broken about it to keep them on their toes). Eladom seems to be a good example of this (by visual inspection).
You have fairly nice, uncluttered designs nevertheless.