What makes a good map? What parts of existing maps do people like?
Posted: Wed Dec 18, 2019 12:13 am
Lately I've had a few ideas for stations in my head. The most fleshed out one would be a sort of... Deep Space Nine inspired station, that would feature 3 larger docking bays, and have the kitchen, bar, and theatre at the heart of the station to reflect an atmosphere of Nanotrasen ships stopping for fuel, supplies, or crew downtime. After getting these ideas in my head, I roughly sketched out they layout on paper and started mapping (for context and disclosure, this was on Unitystation code).
Once the bones were being laid out, things started to bother me- the central hallway had to go around the chef backroom, theatre backroom, plus botany (since I wanted to preserve the kitchen being next to it), and the hallway became extremely long very quickly. Command fit itself into the upper right on the station, but somehow I had filled it with hallways. Getting to the command center took so much longer than normal and it frustrated me without even playing it. Having the docks meant multiple parts of the station needed creative solutions for maintenance access, and it wasn't going to be pleasing.
Now I want to refine these thoughts and try again later after poking the existing maps for a while, but I want to hear from others as well. What makes a map "good" for you? Box has fallen out of favor recently and Metastation is the most played. What parts of maps are appreciated, or what gives frustration? How does one map distinguish itself for you, or have some unique spins that make it feel not dull?
Once the bones were being laid out, things started to bother me- the central hallway had to go around the chef backroom, theatre backroom, plus botany (since I wanted to preserve the kitchen being next to it), and the hallway became extremely long very quickly. Command fit itself into the upper right on the station, but somehow I had filled it with hallways. Getting to the command center took so much longer than normal and it frustrated me without even playing it. Having the docks meant multiple parts of the station needed creative solutions for maintenance access, and it wasn't going to be pleasing.
Now I want to refine these thoughts and try again later after poking the existing maps for a while, but I want to hear from others as well. What makes a map "good" for you? Box has fallen out of favor recently and Metastation is the most played. What parts of maps are appreciated, or what gives frustration? How does one map distinguish itself for you, or have some unique spins that make it feel not dull?