Mapping technique?
DanDaMan
Join Date: 2002-03-19 Member: 335Members
Hey, I'm just wondering what kind of mapping technique do you guys use for small indoor mapping. Most of my mapping experience is in making larger terrain based outdoor maps or semi-outdoor maps. I'm having trouble getting started with an all indoors map. So what methods do you use to make indoor maps. Do you start with just the floors? Just the walls? Do you plan out everything and block it in roughly first or do you make it one perfect room at a time and just go on connecting them? or do you do something else?
Comments
I used to always go the same way as relic, and fully complete a room one by one... but following the trend and some advice, I opted to "do the layout first" (in WC that is... planning on paper is always important, and really does help) with my current map, and now I'm paying for it. All my areas look the same after doing this, and making each area unuqie is really getting to me.
So right now, the better option for me at least, is to fully detail the rooms as I go. Just to mix things up a bit. I'll never to a total layout again, without doing some proper detailing first... it just doesn't work out for me.
Though a pretty big problem with detailing as you go is the fact that you may sooner or later run out of planes/entities/etc before the map is finished if you aren't careful. Doing to rought layout first is a good way to get around this, but my opinion still stands on that issue.
(Note: Don't confuse my use of the term "Doing the layout" with drawing out on paper. Drawing it out on paper beforehand -while not essential- does wonders for you later down the road. Trust me. It is definitely something you should at least try out. What I was refering to with this term was placing generic temporary hallways and gradually adding detail to them. Yuck to that if you ask me.)
<!--EDIT|ken20banks|April 15 2002,22:44-->
My current map project involved me visualizing a rough layout, fundamental mechanics (dynamic or static gameplay, etc.), and a few key features. From there, I literally started in one corner and built my way out.
As I create the map, I build each room to a medium level, and then build up each adjacent room. As the adjacent rooms become moderately complete, I take another look at the preceeding room and add what seems lacking. Once I get to the last few rooms, I plan to start a more detailed pass over the map.
Now, I'm finding I spend a lot of time reworking things, and that is something I'd like to reduce.
I too fidn that if I lay out my map rougly in WC beforehand, it makes it extremely hard to put detail in afterwards. I think the ideal solution would be to build teh basic skeleton of the map, whilst ALSO keeping in mind what the room should look like once its done. Basically, you should strike a balance between detail and simplicity.
Do whichever you feel most comfortable with.