Work Flow
AssasinxXx
Join Date: 2012-01-17 Member: 140983Members
in Mapping
Hello fellow level designers, and aspiring, this is one simple question for all of you. What is your work flow? (Order of production)
I used to do a Room by Room blocking, texturing, then detailing. But that doesn't seem to work for me as i quickly lose interest working on one thing for too long.
Now i am trying the blocking/geometry of all the areas first, with minor detailing (no prop use), i then plan to test like crazy, then to texturing room by room, then to props, room by room.
I used to do a Room by Room blocking, texturing, then detailing. But that doesn't seem to work for me as i quickly lose interest working on one thing for too long.
Now i am trying the blocking/geometry of all the areas first, with minor detailing (no prop use), i then plan to test like crazy, then to texturing room by room, then to props, room by room.
Comments
I flesh out my level structure on paper first, then block it out in a very basic form, either completely or partially.
Most of the time i then first completely flesh out a room and maybe a hallway, not even necessarily a part of the map, can be a randomly made room.
I just finish it as best as i canat that point, props, lights and all.
I prefer doing this so i have a general idea of how my concept would look like.
Its also nice for me because then later on i can change or test things around and see how they would work as a whole and while mapping i can easily keep my original style/idea in mind, especially useful when mapping over long periods, especially with my memory :p
But thats an added step i personally use, after that i just continue roughing out the level a bit, mainly rooms, hallways are easier to change then rooms when balancing, so i make those later.
Then test a bit, see how everything feels, balance wise, build wise (like suddenly massive rooms is a common one people in general usually have.
and once all the basics are done its pretty much detailing the geometry/fixing things up -> adding props and lighting -> fine tuning ->...
I posted about this topic in the Pre-map thread. I listed my own experiences with the different mapping styles too, and offer some suggestions for making NS2 maps.
Here's a link direct to the post:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=115823&view=findpost&p=1893445" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t&p=1893445</a>