Ns_invasion From Scratch

the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">anyone interested in helping?</div> I had posted a question thread here:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=76200' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=76200</a>

Which was answered but after viewing through the whole "post your screenshots" webbed thread I was inspired to come up with a design. So I got off track and came up with a whole design thing for a new map of mine. (2nd to last post) But after seeing the phenominal detailed architecture (not to mention I always seem to get a max text memory error when I compile my big TFC maps, and I know jackshit about how to make texture lights) I must admit my confidence is shaken. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

I'll try to work on this map as a hobby when I got time between school and work but I'm not too confident I can live up to such I high bar so I am welcome to any creativity of you guys who have more time. Maybe I could create the main roomas and others could "deck the halls" with the details and sci fi like architecture.

I'd like to do the entity work because that's my favorite stuff and I'm good at the programming stuff. Traps, secret non-linear rooms. I love a map that is so non-linear that you can get lost while exploring or find several hundred ways to get between two corners of a map.

Just read what I wrote and tell me what you think. If you prefer I can post a qoute of the part I'm talking about (to make it less confusing) in this thread but I was trying to save some space.

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Best thing to do is create the map yourself and keep your ideas and plans to yourself. Gurantees a genuine well thought about map, and if your lucky (or simple just a good designer) after alot of undergound development when you finally release screenshots the map will be loved.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Ok, thanx now I feel a little more confident. I'll try to keep you all updated on the progress with this thread from time to time.

    PS: Did you like the plot I had for the map?
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    I'd be honored to help... not sure what I could do as I'm just a mediocre mapper, but I could help with some of the base architechture
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    The best suggestions I can give you are to A) Make a layout, and B) Plan out your rooms. Having a layout ensures that you don't build your way into a corner. I've tried a few freeform maps (I hate making layouts) and have always ended up working my way into a corner and not being able to expand on a room without cutting into some area of it that I like.

    By planning out your rooms I mean designate a purpose for some of them. It is much easier to make a room or hallway when you know what that room was made for, or what kind of rooms that hallway connects. Look to the official maps on this one. The majority of them have rooms that thematically match their location names. I would suggest following that example, it helps you concentrate more on building your map and less on what kind of room you are going to add next. At the same time be flexible. Run with any ideas you have. Some of the best ones are probably those that spring up unplanned in the middle of something else.

    And I agree with Thursday on this one, make it yourself. On top of that push yourself, hard. Don't settle for something you don't care for. Don't even SAVE something you aren't happy with. That's the only way to improve at this.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Reese+Aug 26 2004, 02:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Aug 26 2004, 02:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The best suggestions I can give you are to A) Make a layout, and B) Plan out your rooms. Having a layout ensures that you don't build your way into a corner. I've tried a few freeform maps (I hate making layouts) and have always ended up working my way into a corner and not being able to expand on a room without cutting into some area of it that I like. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well I'd say the opposite <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Planning rooms and layout gives you little freedom when in editor. I tend never to make layouts, and if I do they're never detailed, they're just path ways.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    it seems you have quite a few original ideas id say the best way to do this is just keep practicing till you get it right youll never learn if others do it for you
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