Unturned

Unturned

Limestone
A Brief Review of the LIMESTONE / 对于石灰岩地图的简短评价
Objectively speaking, this map boasts a beautiful exterior but a rough and uninspired interior. Zombies aren't particularly challenging anymore, which is a good thing. The gun handling feels very strange, characters move as if they've got butter on their feet, and vehicles are no different. Most importantly: This map suffers from extremely poor replayability. I haven't tried PvP here, but I've heard the balance is terrible. For a PvE player, the immersion falls short of ARID, and there's little incentive to explore other areas. In summary:
We need more than just a huge, pretty map. We need quests that guide players to explore these areas, comfortable weapon handling, and balanced zombie difficulty. A map design with its own unique character, like ARID, makes both PVE and PVP enjoyable without feeling tedious.

At this stage, I believe map designers should focus on mastering fundamental map design principles, particularly those of RPG maps. A visually appealing shell alone won't make a map enjoyable, but an engaging and innovative guidance system can make even a small map fun:
This could mean easy access to NPCs and quests,
or a design that gradually guides players toward higher-level areas.
We can establish a core objective early on—encouraging players to venture into riskier zones for better gear—then let them decide how to achieve it. The simplest approach is to inform players at the start where better equipment lies, which can be done via NPCs. However, adding quests makes the goal more concrete.
Of course, map designers won't conceive all these ideas immediately. Jot down every concept in a notebook, then follow fundamental map design principles: prioritize player comfort while weaving in your unique style.

客观来说,这张地图拥有着漂亮的表面和粗糙且毫无新意的内在,僵尸并不那么困难了,但这是好事,枪械手感非常奇怪,角色走起路来像是脚上涂了黄油,载具也是一样,最重要的:这个地图的重复游玩性非常差,我没有在这张地图上试过PVP,但是我听说PVP的平衡性很糟糕,对于一个PVE玩家来说,这张地图的沉浸感并没有ARID那么优秀,并且也缺少玩家去其他地方探索的动力,总结:
我们需要的不只是一张巨大且漂亮的地图,还需要能够引导玩家去探索这些区域的任务,以及舒服的武器手感和平衡的僵尸难度,具有自己特色的地图设计就像ARID那样,它无论是PVE和PVP都让玩家玩得很舒服但又不无聊。

现阶段来说,我觉得地图制作者们应该多去学习基本的地图设计知识,特别是RPG地图设计,一个漂亮的空壳不会让地图变得好玩,但是一个有趣且富有新意的引导设计都会让一张即便是很小的地图也很好玩:
它可以是玩家很容易接触到NPC和任务,
也可以是能引导玩家一步一步前往更高级地区的地图设计,
我们可以在最开始就给予玩家一种前往更危险的地区以获取更好的装备的基本目标,然后让玩家来决定具体怎么去做,最简单的方式就是在开始阶段告诉玩家什么地方有更好的装备,这可以通过NPC来完成,但是如果加上任务就使玩家的目标更加明确了。
当然,地图制作者不可能一上来就能将这些所以的点子想到,所以用本子记下来你所有点子,然后按照最基本的地图设计思路:也就是如何让玩家玩得舒服的同时再结合你自己的特色。
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这地图就像是不喜欢葡萄干的人吃葡萄干吐司:turned:
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