^ Advice I Should Listen To
Mapping For Mapjam
I have one big cave with a start and an exit. I'm just going to add a few more rooms and some monsters and consider mine done. I should be able to do that this weekend.
That leaves next week to add any embellishments I can fit in. If I don't find time to work on it and all there is at deadline is 4 rooms and 3 scrags, then that's what I'll send.
There will almost certainly be no final fight or boss fight. I find those tedious for the most part and usually skip them and consider the game finished. I'm more of a explore and discover type person.
needed a slap on the face, that's all.
Get Done What You Can.
I think I am getting a lot done lately, but I dropped the detail on everything but the most important stuff. I am using a lot of copy and paste geometry to make things seem grander then they are... Look closely and those archways are the same, with a few broken columns that are simply the same broken column rotated and switched sides. Those pillars of rock coming out of the lava... they are all just two sets of geometry resized and rotated.
It actually helps keep the theme in areas because it looks consistent allowing me to focus on what I want to do with the level's story telling element... if I can get it done in time. *shrug* Otherwise I also force the player through the same areas a couple times to make the level seem WAY larger than it is (note my "hub" screens, you get there four times during my design).
Don't give up.
" I am using a lot of copy and paste geometry to make things seem grander then they are... Look closely and those archways are the same, with a few broken columns that are simply the same broken column rotated and switched sides. Those pillars of rock coming out of the lava... they are all just two sets of geometry resized and rotated. "
Yes. We in the biz call that "level design". :P
C&p Saves Lives
Making prefabs and then rotating/c&p /scaling them all over the level is a great idea for a map jam or any project with a short time limit! if you are making every last detail custom then that is a mountain of work that isn't really necessary! At the end of the day no one will really notice that stuff is c&p if you do it well, ie. varying the rotations, size, and lighting enough to make it all feel unique.
Also, reminding everyone that this Sunday 9th is ROLL CALL! :D
Search for "columnar basalt" for more examples. Forms in volcanic regions.
That's Where I Got The Idea :D
Don't Steal From My Vacation Pics You Cretin
Im Looking Forward To Playing This Mapjam, Particulalry
everything looks great so far.
It's gonna be kinda awesome as it's going.
Btw thinking about map jams: it may be nice to have a chainmap map jam - to connect all the entries into one large (or even giant) map. It's much harder to do because it requires someone to work on the map after everyone finished their part and make the gameplay flow mostly from scratch, but the result may really great, especially since we have bsp2 format.
It's a shame that there were no chainmaps since sm82. That was 10 years ago.
mfx, I just want to say how much I fancy your maps. I'd take them to giblet dinner anytime.
Christ almighty. Couldn't you pick someone pretty. I actually had a quick fap, because she's so ugly that my brain automatically streamed billions of beautiful women before my eyes. I love my brain.
vertex a bridge and get over it.
Ha! Nailed It.
Think I have a rock prefab:
I said rock prefab, not door, ok? Ignore the door. And sky. Lighting needs work as well.
The first rock is never forgotten =~)
Everything snapped to a grid of 4, built in a safe way, following this technique:
Like the transition from orange to blueish!
That looks pretty good. I should try making rocks that way. I always use triangles and my rocks always come out looking...triangular.