The Corner Method - Fire Emblem Map Design - Vision Quest Part 1 Analysis
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- Опубликовано: 16 сен 2024
- Using the space of a map well is important to strong map design. I was looking at VQ earlier and felt that it'd be helpful to illustrate the "Corner method" to helping you make maps more interesting.
2:35 Smh Pandan parroting a stealable vulnerary in the fog as a reason to split
the pros of being the guy who made the game :sunglasses:
Good to see you back, man.
"Babe wake up, new Pandan vid just dropped"
Pandan's back! woo!
Essentially ways to use corners
Rewards: putting chests, villages or recruits there
Spawn points: Multiple spawn points means units are forced into different paths
Objectives: making objectives that force the player to go through multiple paths
Enemies: placing dangerous enemies to force the player to send units to deal with them before they overwhelm your army
I think that's the takeaway of your video. Though personally, I like using multiple narrow paths and mountains to force splitting.
Pretty good work!
Thanks! Mountains and narrow paths can work well too.
Stoked to see you back at it! Corner-talk or not, I think it's a great idea to go through your VQ maps and explain your design choices throughout. I think that would make a great series! Like an "in practice" version showing what you describe throughout your excellent design series - there's so much more to it than corners as your DAGDAR philosophy shows, though I also appreciate the focused look. Corners certainly play into that philosophy. Even a more casual "behind the scenes" laid back, anecdotal approach on your iterations and goals for each map would be cool. Welcome back!
Love this video idea! Welcome back Pandan
So what you're telling me is that I must practice my corner combos when I make my maps...
(welcome back Dan (^ ' v')^ )
Pretty nice video, would definitely watch more of these
I actually split on ch2 to steal the vulnaries every time 😂 I'm greedy like that