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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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i draw nothing. maybe this hurts my design process a little in that there is less context and cohesion, but i'm too impatient for that kind of thing. if i'm sitting down to make a map, it's because i already have an idea in my head and i want to start building it right away. 
 
I can't draw for shit, so when I do draw it tends to be 2d - isometric sketches of even rudimentary quality aren't really in my purview...
So i'm pretty Necros style, I guess... Except, you know, I don't actually finish my maps.

Even as a student I only end up pulling my act together because of extrinsic motivation (aka deadline).
Hence only speedmaps being produced, I suppose. 
 
On personal projects, I never preplan. I'm a big believer in the Cerny Method in game design, where you do lots of preproduction and iteration until you have something like a single level that is shipable that you are happy with, and then enter production from that point. For me as a level designer, that fits how I work as well, I make 1 fully detailed area and theme, generally something like a central hub, and then plan from there.

I also really like reusing spaces. I think it helps give a sense of place to enter leave and return to an area several times. It takes a little bit of thought how to connect things, but I think it's worth it in maximizing how much gameplay you get from a space. The trick can be to make sure it feels natural.

scampsp1 is a good example, the room I made first (with the spiral stairs and angled walkways and gold key door) I basically stuck a bunch of doors at what I felt were natural places, and then thought 'how would I get from that door to that door', and just mentally decided between a few different options until I had a clear plan.


At Raven, I had to draw layouts or use sketchup drawings and write documents of a plan for the level (based from a paragraph blurb for the level from the master Design Document) and then present it to design / art / project leads who would ok or modify the plan. Honestly hated these, often they would be a giant waste of time because sometimes you would get blindsided by random new plans for your level that were decided in other meetings... or the art lead would just randomly decide that some cool centerpiece would need to happen that you had no plan for... or some crazy storyline encounter would be decided on the fly... yattta yatta yattta... and then once you built the map, you'd go through much the same process and likely have to revise several times again anyway! 
 
Actually that's one of the larger stumbling blocks for me as experience has shown that the original plan for a level is almost never how it actually ships - so why bother? Get something going quickly because you're going to throw it away anyway. It's just how it works... Iteration will eventually result in a fun level. 
Iteration 
Is the best way - start by slapping down big coarse chunky areas, move them around, refine and iterate. Eventually you'll end up with something good.

Nothing worse than spending ages drawing something out on paper then realising it doesn't work when you've built it. 
This Convo Reminds Me Of My R.A.D. Module 
At college!

(Rapid Application Dev. for anyone who isn't familiar).

I guess I use the dated Waterfall methodology.

Should be using an Agile methodology.... 
I Feel 
like I'm a bit of an anomoly here... With Deck it's easy since the layout and plans are already in my head (and made in UT) so I have no need to lay anything down. But I have a blue map (it may be the next one, maybe) that I drew some above and sideviews to get a kind of feel (the idea came to me when I was going to bed, so I drew it so I wouldn't forget)...
Once it's released I'll scan the plans too for fun. :)
I deviated a little, plus the actual map itself is way more detailed. 
I Prefer 
a pragmatic approach. 
Me Fool 
I start,
then I'm lost,
I fall,
then I crawl,
I cry,
then I fly,
I wrench,
then I drench,
I choke,
then I'm broke,
I wind,
then I'm blind,
I carve,
then I starve,
I map,
then its's crap,
reconciles,
takes time of miles,
I flute,
then I salute. 
Haven't Tried That Method. 
 
Distractions 
I really have to stop reading func_ when trying to finish a map. I can get a basic layout done then I find something cool on func_ and get lost playing with it. Teaching old progs.dat thread is a good example. Quoth has so many tricks, now func_detail is here. Redo the map now to optimize vis? Go to The Tome of Preach find more tricks and must have models, spark a new idea for the layout. Map gets larger, more complex, larger add features and never actually finish. ohh wait look Fitz V can now do this or that, new idea! more complex larger map. I really need discipline! 
BTW 
Where has ZealousQuakeFan been? After TyrUtils release I thought we would see that massive map with func_detail optimization. 
Indeed 
That would probably help him a big deal. Though maybe he's given up on the whole thing already. 
What Would Be Good 
is if all engines had support for quake 2 style brushes (trans33, trans66, monster clip, current, flowing)...

And TB had native support for Quake2/3 etc. 
I Was Just Wondering About 
ZQF the other day. 
Hope He Returns 
 
Monster Clip, Current, Flowing 
Don't need engine support, just QC
Pox's qc extras have moving/flowing water already. 
Radiant Build Menu 
I can't seem to customize the build menu in radiant. It keeps resetting itself to default? 
 
I never ever managed it either, I just stuck to using .bat files or the most basic options in the menu 
 
I use bash scripts, but MadGypsy has some posts about the Radiant build menu @ quakeone.com. He seems to have it working. 
Question 
to high-res textures or not to high-res textures? that is the question 
 
not 
Not 
 
 
Absolutely NOT. 
Hi-Res Textures 
Should be an afterthought at best.

I made my last map using entirely vanilla Quake textures to ensure that if someone used hi-res textures all of the surfaces would be hi-res.

But it sure would have been nice to use the numerous custom textures available. Ultimately most of the people here anyway like the old-school look. The hi-res monster skins look weird for exmaple because the models themselves have such low poly counts. The game is generally more convincing at it's orginal resolution. 
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