What's the best way to go about mapping?
Do you start off creating bare rooms and add detail or add detail as you go, can anyone give a good idea of the order you should take things?
Also are there any guides about that would give a good idea of the work flow and stuff, doesn't matter if it's for another game, just a general guide to mapping would be useful, thanks.
Also are there any guides about that would give a good idea of the work flow and stuff, doesn't matter if it's for another game, just a general guide to mapping would be useful, thanks.
Comments
I used to go room by room and never end a project. With my latest I started ruff and fleshed out a simple "box" map with my core ideas. Then I refined it, then started adding detail. What I love about this way is the project just keeps on growing and as I go deeper into new visions and understandings arise. I'm also working on the whole thing at the same time so I am able to have a global and local vision.
I think this way might take longer than if you just go room by room, but if you have the patience will teach you a lot. If you have all design planed before on paper and you have a complete idea of what you want the map to be like then it would make sens to build it all together but this would be in the case of a team creating something.
If you are learning I would start humble and simple and add richness to it as you go along. Try and get a vision for the whole project first and then go into details. Also have fun with the editor and do some "style tests" to develop an understanding of how you can detail a room.
On the serious note, before looking my work in a HDD crash I was mapping like this, i pretty much drew out a basic plan of how i wanted the topdown view to look, with some isometrics to show details in rooms and collected lots of ref material.
Then i started fleshing out the map, just making a somewhat accurate layout for how i wanted it.
When needed/felt like it i mapped out some detail sections to the side, so i could try things out outside of my map if i wasnt sure about them and if i liked them i could just replace that part of my map.
But thats just my way of working.
1.Think of an idea(you will need one of these otherwise nothing will happen)
2.Write a short paragraph describing your map(250 words or so)
3.Draw a little sketch
4.Consider gameplay(how will each area affect the teams and characters)
5.Draw another sketch
6.Boot into spark editor
7.Begin creating(basic skeleton of entire map is probably most obvious thing to do, so do that)
8.When the basic elements are in place... playtest.
9.Change things, add in detail... playtest
10.repeat 9 until map is complete
and don't forget to show us you're creation.
It looked around for tutorials, I'm sure there are many on the internet but finding good ones takes a little patience. I remember some that were a great influence to me but have no idea how to get to them today. Anyway I got to these, I think its a good start, but learn to look for yourself ;)
Here's a list of mapping sites on valve's community website: <a href="http://developer.valvesoftware.com/wiki/Mapping_Sites" target="_blank">click me</a>
I haven't read these tutorials (yet!) but this looks like a bunch of very good reads that will benefit everyone here: <a href="http://www.worldofleveldesign.com/categories/cat_level_design_tutorials_tips.php" target="_blank">process' of level design tutorials</a>
A very thoughtful tutorial <a href="http://www.worldofleveldesign.com/categories/books_dvds/files/Bens_Small_Bible_of_Realistic_Multiplayer_Level_Design.pdf" target="_blank">ben's small bible of...</a>
edit: hehehe my last link also points to world of level design :)
That's no fun in my opinion.
we on the same page ;)
What this means is, place something in front of big detailed areas so you can't see into these areas from other big detailed areas. The best example for this is probably ns_bast engine hive, where there's a O shaped corridor into the hive room from the hallway leading into it. Preventing your from seeing into the hive from the hallway (It's not just there for rendering of course, it's also for gameplay purposes :)
Kouji_san, that is definitely something to keep in mind when creating a map, I agree.
Personally though, i find that starting at one end and working towards the other building everything completely is a lot easier and more fun.
Generally once you have a room, you can make small adjustments to it to make it fit anywhere in the map, so as long as you have the general layout in your head, you can move round your rooms and stuff to make them work, and build corridors between them, add doorways, that sort of thing. All that matters is that each room works as a separate entity, and that the map as a whole is balanced with the same number of rooms for each side, same res counts, that sort of thing.
Basically just make stuff, the more stuff you've made the more parts you will have to make other things out of, hardest bit is getting started, putting a little patch of substance in the featureless endless void that you get when you start.