A Rant/article On Subject
#76 posted by
Jago on 2005/08/06 16:24:19
I've just posted a short rant/article on why I am mapping for Quake (instead of mapping for newer games) as an entry to my blog:
http://dnaumov.blogspot.com/2005/08/why-i-make-quake-maps.html
Jago
#77 posted by
. on 2005/08/06 16:32:06
Er..
and most maps were in the 150-200 polygon/scene range. Today you can play it at 1600x1200, in full OpenGL glory with custom map projects pushing 1500 polygons/scene
Unless I'm misunderstanding something, your numbers are way low. When brushes are split (into polys, right?) in the original id maps - they were over 1,000 - that's 1996. Today people are pushing over 2500 - 5000.
Or if I'm entirely wrong, let me know.
Well
#79 posted by
. on 2005/08/06 16:35:26
I didn't see r_speeds anywhere in the article ;)
Jago
#80 posted by
Kell on 2005/08/06 16:38:05
That's the most elucidating thing I've ever seen you write. While posting it to the regulars here may be preaching to the converted, it's a good summation. n1
Oh and, two of your paragraph tags seem to be missing ( Easy to get into and Cult following )
RE: Well
#81 posted by
Jago on 2005/08/06 16:38:47
This rant was not aimed at the experienced mapper demographic, but that non-mapping people with some understanding of games and mappers for newer engines. Anyways, what are r_speeds if not the world geometry polygon count drawn by the engine?
#82 posted by
wrath on 2005/08/06 17:41:41
Working on a map alone: one of the problems with newer games (think Doom 3, Half-Life 2 and the like) is that in order to make a decent custom map, the designer has to be a level designer, texture artist, modeller, programmer jack-of-all-trades. Basically, unless you are multi-talented you are going to need lots of help from other people. With Quake you can make great stuff with just the level designer skillset (although programming experience could come handy if you are working on a project of big scale) and focus on the gameplay.
I've been thinking about this lately. Are there any q1 map collectives out there still? Working on a pack using a professional approach to it would be a good primer for aspiring amateurs, and great fun to boot. It's a very useful experience, working several mappers on the same map, trading tasks, playing to the strengths of the members, and whatnot.
(AFAIK, dapak was every man for himself, as it were.)