Open notchris opened 4 years ago
A standard map might be a series of layers of elements already presented in the course. As you carve into the layers you eventually expose the next element
Cutting away at the layers
cutaway diagram 1
A course with such a deep set of layers would have to be a lot larger for it have breathing space.
Revised layers
Cake Trap
Cake Trap
### OLD Optimal sweet spot for starting maps
Moving in the upwards vertical direction. Grass Rock Stone etc.can go up 2 - 4 layers and the map will sill feel balanced.
Cross Section
Feasibility Design Element Test.
A minimum of 3x3 space for an element works with the unit size as a style guide.
The spatial considerations for combinations of the 3 important elements
Do's and Don't for consistency and aesthetics
Minimum Template concept
-Smallest -Easiest -Minimum Parts
REVISION
Golf cart road and golf cart itself
Advanced feature for later ELEVATED SMART LIQUID
Components
Fairway denoted by checkered texture
@circuitbone very nice! How do they get from the fairway to the hole? Would there be a bridge over the water?
@circuitbone very nice! How do they get from the fairway to the hole? Would there be a bridge over the water?
In that particular map above, they would have to make it across without any assistance.
Cake Trap
Using a few simple loops you can instantiate the layers in arrays of that element. The user of the map editor ( creator ) can take away fairway units and expose sand or water traps.
A starting template of the land units might look like this. The rough layer has had a denial of placement to get the hole during the loop.
There should be a number of 'worlds' or 'courses', with 12 holes in each. The environments (and obstacles) should change based on the world. The default configuration is a sky shader.
Example: