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  #61  
Old 06-21-2010, 11:08 PM
Dnegel Dnegel is offline
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Originally Posted by scooter123 View Post
Smaller or big overworlds. It's the lack of planning for a big overworld. A small overworld is simpler because staff will not get bored, stop and can get it done in a quicker time. When it is a big overworld the staff think it will be easy, but once they get a few levels done they realize how long it will take and do not plan it out at all.
qft

Yeah, many people that make big overworlds mostly dont know how hard it is.
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  #62  
Old 06-21-2010, 11:56 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by scooter123 View Post
It's the lack of planning
This is why any size of overworld (or any kind of development really) will fail or fall short of what it could be.
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  #63  
Old 06-25-2010, 04:22 AM
Darkrazor Darkrazor is offline
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Originally Posted by Crono View Post
I agree with what you're saying, functionality over quantity is the way I look at it nowadays.

I think a lot of focus has always been placed on individual levels. To create a good map is very different, more difficult, and much more time consuming. That's why a lot of LATs, like me, suck at making overworlds but excel in individual/clumps of levels. The LATing community as a whole is kind of on stand still, if not going backwards. Good to see such threads.
he said it all.

Last edited by Darkrazor; 06-25-2010 at 04:22 AM.. Reason: And i totally agree.
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