Hall Tests
Ego
Join Date: 2003-01-27 Member: 12804Members
<div class="IPBDescription">id like a few suggestions</div> Before i make any map, I do a few things,
1: layout
2: Theme
3: hall tests <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
ill get some screnes soon, but what i do is i try and make a basic " hallway " with pillars and other such things, like lights in the hall, and what not.
anyways, real question is where do other people start? thats usually where i have the hardest time...starting..
ill make a square..hollow... ponder.. delte square... ponder...ponder... quit, play ns to get ideas off other maps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
well show me the money
Ego
1: layout
2: Theme
3: hall tests <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
ill get some screnes soon, but what i do is i try and make a basic " hallway " with pillars and other such things, like lights in the hall, and what not.
anyways, real question is where do other people start? thats usually where i have the hardest time...starting..
ill make a square..hollow... ponder.. delte square... ponder...ponder... quit, play ns to get ideas off other maps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
well show me the money
Ego
Comments
If you can think of a story for your map that affects the brushes (bitmaps room signs) then you are in luck. Other wise the best thing you can do is stick to a continuum (see mapping guidlines). Continuums might be whatever you choose them to be, but they should continue through out your map. Uhm.. this post isn't very well organised.
Basically - just map. You could even make an MS, make a hive and slot them into a section of hall ways and node rooms. It's eventirely up to you - just do the mapping <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Currently working on finding this bloody leak that has been **** me off bad for ages <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<ul>
<li>theme (can often dictate layout decisions (gameplay > theme, theme > 0, gameplay + theme > gameplay))
<li>general layout (# of rooms, major hallways drawn as interconnections between squares on paper -- ensure rooms each have logical reason to exist at this point to make the map strongly themed)
<li>architectural themes (largely based on room location names and theme locations)
<li>refined layout (outline rooms in CAD for exact shapes and spacing)
<li>build and playtest basic architecture with placeholder textures and lighting
<li>add secondary connections / tweak rooms as needed based on feedback
<li>texture and lighting themes (largely based on room location names)
<li>detail work (add infestation, furnishings, map entities, final entity scripting)
<li>another set of playtests
<li>final lighting and texturing pass
</ul>
I may skip back and forth between steps a little bit (I'm currently building one section and refining layout of another), but the general flow is always in the same order.
Also; the only triggers I am currently adding are the absolute most basic needed triggers.
i atually started one, it looks great! - the hive is hanging inside of a silo and looks perdy convincing. im trying to make it so rines dont have such an easy time spawn camping em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->, thats usualy more of an issue than a stratagy.... like jetpacks in vents, still trying to work around that..very annoying heh.
sweet, thanks guys, i owe you all a dollar.
Ego
Lmao!
Maybe you should just make the entire level in notpad Cagey <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Personally, I come up with the focus points of the level, then design the layout and work it over on paper so much I probably use up a small forest in the process. Then I'll do some test maps, style, lighting, entity set ups..etc..then block out the entire map, test, and flesh it out untill I almost make the engine explode..then playtest the hell out of it untill I'm ready to delete the map, and release.
I then build that floor plan in worldcraft, with CC, hives and spawn points in a big skybox. I then test the travel times and siege ranges.
I then add walls and detail the most important interesting rooms, If I have a hallway style I like I'll make prefab hallway sections and use them at this step. Then I test it for lines of sight and r_speeds.
Then I add mre details and work on the lighting. At this stage I post screenshots and try to organise a small playtest to see how it actually plays.