Quote:
Originally Posted by Ydiss
1) No dead ends
2) Connectivity (Each area has more than one entry point)
3) Functionality (No areas that are redundant and rarely used - one reason I deleted the loading bay from TDM in xfire)
The way I see it is if you stick to those 4 rules and make the map look decent then the players will add the teamwork aspect themselves, whether you want it or not.
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That's what I meant with the word 'balance'.
Quote:
Originally Posted by Ydiss
Do you like the inclusion of health bottles, providing they are used sparingly and placed in relavent places?
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The only relevant locations may be at two far ends of the map, to avoid creating a focal point? Personally, I don't think they will improve gameplay/teamwork.