How Do You Start?
ZupiCo
Custom titles rule! Join Date: 2003-03-22 Member: 14792Members
<div class="IPBDescription">Need some hints!</div> I have an idea for a map, and a little experience in Hammer, mostly done fun-maps before.
But now, I'm thinking of doing a serious map. So how do you start?
I want some tips from you experienced mappers out there.
Do you sketch the map on a paper before you start?
Do you just do the map directly in Hammer, as it comes to mind?
I need some help, as I don't really know how to start.
How do you do?
But now, I'm thinking of doing a serious map. So how do you start?
I want some tips from you experienced mappers out there.
Do you sketch the map on a paper before you start?
Do you just do the map directly in Hammer, as it comes to mind?
I need some help, as I don't really know how to start.
How do you do?
Comments
If you start mapping without even having a (at least basic) layout ou will most likely run into problems.
First thing I do when mapping is thinking about a setting.. maybe spaceship, spacestation, Colony.. whatever.
Then I paint a basic layout of how the map might look like, where the teams start and where resource nozzles will be placed.
Most of the rooms will get a location name and a short description, too, when painting the layout.. it helps when actually working on the map in hamer.
It's just small notes like: "Bio Lab (hive), lots of infestation, light most green, some pipes and a water tank" or "Central Corridor, long lines of sight, but has crates and vents so aliens still have a chance there"...
But after all it's a matter of personal style... I prefer to do a layout and some notes (sometimes even some small sketches how a room may look like) before working in hammer, but other mappers might do all the work in hammer right from the start.
-my2cent-
Hyper
when I start a map I often make a short drawing where to place what but this is not true with my last maps. But I will do it in future maps because NS is TOO complex. I you dont make a lyout you will get in trouble soon. Ehm... what should I place in my 2nd hiveroom? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
the ns mapping guidelines describe how the ns style works but in some cases I disagree.
"Avoid Terror and Gore - Natural Selection is about lush, atmospheric sci-fi environments, cooperative strategy, and intense battles. It isn't about scaring the player or horrific environments. The aliens will still be scary, but very dark environments, flickering florescent lights, bodies slumped on rafters, and other staples of the horror genre don't help Natural Selection achieve its goals. Don't place dead colonists anywhere (slumped against walls, in piles, etc.). "
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
are we all shure we know what we talking about? ns is a game that pictures a BATTLE between two races. but that is not point. because Im a very big fan of any kind of atmospheric environment, I cant get this idea of making maps "for kiddies". dont get me wrong Im a peaceloving friendly person but I think how i make my maps is up to me, isnt it?
Im no friend of bloody, cruel settings but this will get me to do something in this direction emidiatelly. btw scary environment can be also caused by extreme atmospheric elements like suddely exploding objects, creepy alien sounds at the hives...
Im no friend of bloody, cruel settings but this will get me to do something in this direction emidiatelly. btw scary environment can be also caused by extreme atmospheric elements like suddely exploding objects, creepy alien sounds at the hives... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree. I want to see more bloody maps. Id like to see a map where you can see why they called in the mariens. I like servers with blood patches and that stuff. Half-Life is an M rated game, so who cares about how violent you make a map?
not allowed...
but such maps like siege are allowed, got that right?
if its allowed or not: who really cares. maybe its not allowed if you want your map has a chance to get official. but I asked a lot of people and they all would like to see so more scary ambience. this doesnt mean I now going to create a map that is overall gory and dead bodies everywhere, human screams... but some more factors that make you feel scary. imagine: you left your base with your squad but all of them exept you and one teammate get killed. you are in center of the map.
"ehm its quiet here. seems to be safe enough."
"yeah, lets go."
-howl-
"what was that?"
"dunno... ehm... lets go."
-metalstress-
"..."
-pipe explodes-
"HELL!"
"are you injured?"
"nah!"
-alien sounds-
"ok thats enough lets go back and wait for reinforcement!"
"u got it man!"
*running like hell*
when this happens you know you are a skilled mapper. and this is my motivation...
Personally I would be fine with a BIT more violent elements, but I'm also fine with the way it's now... "The art of mapping if to cope with the giving limitations" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
*grusszur?ckandenGravity,dermeinennicknamenimmernochnichtrichtigschreibenkann* <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
-my2cent-
Hyper
Step 1: Build a few prefab hallways, join them together with some rooms, try to light the whole thing, delete the hallways, redo the room, put some more hallways in, relight, retexture, relight.
Step 2: Delete.
Step 3: Return to Step 1.
*sigh*
i poet the lwyout and have sevral people tell me it sux ignore tehm reallize in teh alpha satges tehy were in fact right edit layout. build a sample rooma nd hallway and get started. after taht i just am going untill i love every sinfgle room in teh map:)
when you look in the screenshots forum there are some exellent screenies but I wonder why there are so few maps that look cool enough. because I think ONLY good gameplay DOESNT make a good map. when Im designing maps Im using the old "room-by-room" technique but fact is I havent designed any ns maps yet (working on one small, not too complex in the moment) so all I can say that Im really old-fashioned <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->