>>36587954In return Anons have to share more map design secrets or resources with me. Map inspiration is the number one thing keeping me away from sperging out on /rheg/ designs.
Dooms maps were brilliant for FPS and a classic guide on good game design, but not very helpful for 2D design.
I read Tsumugo's shit, it gives you good pointers on mistakes you can avoid as a noob and tricks/effort you can put in to improve fast. Good, but short, and not helpful for map design.
http://www.petesqbsite.com/sections/tutorials/tuts/tsugumo/default.htmBTW it turns out Crystal and SSHG has some of my least favorite overworld bird's eye map design. It does a poor job at balancing having the player walk into tall grass and actually making the roads look traverseable by real human beings.
The progression is "redeemed" by the caves and other dungeon-like areas with no tall grass and forced encounters. Still, it felt sad realizing this about some of my favorite games in the series.