Detail Or Layout?
Once_Only
Join Date: 2004-05-15 Member: 28700Members
<div class="IPBDescription">Which do you take care of first?</div> I find that when I do maps I try to do my best to pretty up a room before moving on to the next, how do you go about doing your maps? do you get a layout done with generic wall and floor textures, or do you detail each room as you go? I find that if I cant think of a way to detail an area, I get stuck, and end up going back and chaning rooms six or seven times.
Comments
If you ask me - i'd go one step further and add this to the equation.
Back story -> Design -> Layout -> Detail
But that's just me. *lifts up his shield to block the flaming arrows*
design/detail -> layout -> backstory
layout>backstory>detail/design of the first room and go to the next
Very time consuming but the result will be a better gameplay, because changing balancing when the map is already fully detailed.. uh oh..
<span style='font-size:6pt;line-height:100%'>Slap me if I'm talking jibberish</span>
I doing it pretty much like Bob but I'm leaving the Hive rooms until last because you can make changes to buff or nerf them depending on how near the closest RT is or how far they are from MS/Hive2,3/ChokePoints/SiegeLocations.
Bear in mind that the prelim layout is just the rough positions of the hives and MS.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well gameplay's gonna affect a map's popularity far more than looks. Compare ns_altair and ns_centrally located MS that never made it in for gameplay reasons.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I do believe the size of the map was more of an issue than the location of the marine start. That said, I only reccomend masochists put their marine starts in the middle.
Purple Monkey Dishwashers
I had to do that today.
Was so glad I made sure the scale was right etc before adding layers upon layers of detail.
Layout is a lifesaver.
How about putting and info_player_start next in any corridoor/room you are building to get an idea of relative size?
I haven't done it since though, I tend to pay more attention to what sizes I'm working with now.
Backstories are useless, so none of this.