Mapping Details
Emoo
Ibasa Join Date: 2002-12-20 Member: 11198Members
<div class="IPBDescription">aesthetic design</div> Draconis posted a topic about how maps and gameplay, what we need now is comments on what players want to SEE in the map what type of designs they like, so any players or mappers comment here on what you like to see in a map.
Comments
A very balanced and amazing lighting
2.) Architecture style is not boring and realistic on a way.
3.) Big map, not small
4.) Detailed map
A very balanced and amazing lighting<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Make use of the light evironment and well place sky brushes for the lighting, everyone love realistic and interessing looking lighting
<!--QuoteBegin-Nz-Nexus+May 16 2004, 11:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ May 16 2004, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
2.) Architecture style is not boring and realistic on a way.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just create an interesting architechture, but just make sure everything has a point in being in that location so it looks realistic (Nz-Nexus, did you read my mind?)
<!--QuoteBegin-Nz-Nexus+May 16 2004, 11:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ May 16 2004, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
3.) Big map, not small<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Map like the wind (I agree with this totally <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
<!--QuoteBegin-Nz-Nexus+May 16 2004, 11:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nz-Nexus @ May 16 2004, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
4.) Detailed map<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Squeeze every amount of render power out of the hl-engine. And again I have to agree, but do keep it in the hl-engine limits or else it will strike back at you it a vengeance.
<span style='color:purple'>My addition would be:</span>
Make use of cinimatic elements(read about this in the guidelines), and crew left overs, equipment whichhas been left behind etc. Get creative and make it look like there was something going on before the Kharaa got there.
Never copy just be inspired by something great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Never copy just be inspired by something great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Flying skulls on jetpacks around every corner!
Vary with heights, visblock smart (even that mappers can't see how), add atmosphere.
The last point is hard to achieve. Use this sprite-fog very often.
Last but not least try to make something like in ns_lost. The situation where can see through a window into space and into an other part of the spaceship.
(poor english I know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )
Even if you keep within all compile limits you can get an allocblock:full runtime error...