Starting Maps
Geek
Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
<div class="IPBDescription">how do you start</div> I was just wondering how you guys start your map, do you make a paint layout and just build, do you just go full boore into the halls, do you make a crappy looking lay out of each hall and then build them in as you go. Or what, I'm just wondering, scnce im having problems gettin into making my map get going.
Comments
just to get the feel how it woud balanc when it was done.
but somtimes i just make a hallway fore fun and decide to go on building it.
thaths how my first hldm mapp was created <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You're not going to have a full map done in a day, or a week, so you may as well just take it room by room. Then i get a layout and start shifting things around to fit.
After that i did some layout sketching and stuff so i could get an idea for how the map would go together. I've only done SP stuff before so i thought it'd be important to have a layout i could work with otherwise i imagine i'd branch off into weird stuff. Then i just wacked out a style test corridor (theme, lighting, infestation look) and i liked it so i fitted that into the map layout.
Unfortunately right now i'm occupied with NW stuff so my NS work is on hold but i'm still thinking up ideas for some important areas which will then be connected together by rectangle, boxy corridors because i ran out of planes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Works a treat.
Next come a few style ideas on paper, then a 2D overview of the map so that I don't paint myself into a corner layout wise.
I think I'm much more methodical than most people when it comes to this stuff...
The bane of every mapper's life; It's best to just take a break and before long the urge and inspiration just hits you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Eventually I'll come across a particular action sequence that might set a good scene for a map, and then I'll build around that idea.
For instance, you could think "I wanna make a space station." Great! Now what does a space station need in order to survive? Where is this space station and why? Is it a research station? A military outpost? A civilian commercial station?
Whatever it is, it's going to need power, life support, somewhere for the people onboard to eat and sleep, defensive weapons systems, communications arrays, a dock, berth or hangar of some sort... And plenty of other facilities depending on what kind of station you are making...
Now, what do these various facilities look like? How are they layed out within the station's hull? Which of these facilities can you use to make a web-like layout that makes sense in a NS map or a multi-linear layout that you can use in a CO map? Which of these facilities should be left off your map and made inaccessable due to cave-ins or locked doors (remember that just because a player can't see it, doesn't mean he wont think it's there. If the player can see engines on your ship, he'll naturally assume there is a bridge on it too, even if it hasn't been mapped in. Therefore it's not neccessary to map every part of the ship, only enough for it to make sense to the player)? You are now well on your way to having a more than reasonable map idea.
Basically, you are ever stuck for ideas, then start with something really simple and apply logic to it. Seeing as logic can be more boring than imagination, I'd suggest going extremely overboard on what you built around your basic idea, and then trying to extract something imaginative and functional from it.
I did do a few single room map files just to test some style. But when it came down to business I threw it all down then put the polish on.
but I like some of the ideas I've read and am going to try them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Which reminds me geek, i want to talk to you 'bout a new siege map idea of mine, I figured i'd ask you 'cos you just did yours and I need to know stuff like how far a siege can reach, etc). If I see you later on G4B2S, I'll give you a PM <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Are you sure you've posted in the right thread? Sober up mate <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Next come a few style ideas on paper, then a 2D overview of the map so that I don't paint myself into a corner layout wise.
I think I'm much more methodical than most people when it comes to this stuff... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i do exactly all this, but, most of it inside my mind, and the 2d drawing in paint.
i hadn't done anything on a map that i had decided to go full blown on for about 2 weeks. just couldn't think of anything else to do. not inspired. then i went to take a look at HL Rally again, only this time i decided to try mapping for it. <i>What a refreshing change</i>. I've been mapping NS for abouta year maybe year and a half straight. so this was a very good idea.
Basically, once you get mappers block, either start a new map or swich mods/games entirely. Start thinking differently.
I then go back, double click on VHE..and the magic that has built up is drained through exit points around the finger tips. until the dry up re-occurs..in which the process is started again (some months later). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i find hard to build a wall, and find i have to put a few brushes in for a door
but then i am a man that makes his maps brush by brush
the only overlay i have ever drawn up, has yiled 5 maps so far from it, 2 for sven coop, 2 for ns, and 1 for cs, and then the maps where only part of what i drawed (i know TYPO)
i build my maps brush by brush, with lighting tests every so often, to find that the textuers i laid have the right amount, brightness clour, etc of light for them
ury273 (my lattest map) was built over 400 times (ran through compile) to see my lighting results
amckern
If I don't like it, I delete it. There's nothing wrong in re-building areas or abandoning that level you're working on entirely. Usually the end result is a <i>lot</i> better, and the work gone into that level or area has not been in vain, because at least you've gained some experience, and experience is everything.
Normally I look for a suitable theme, then draw an overview on paper and then start mapping. However, none of my completed levels have followed any drawings, as I find that it's best to follow my instincts. The problem with this approach is that levels could be connected a lot better if planned out in advance. Then again, using paper to plan a layout produces flat, boring levels, which is another problem.
Using legos would be nice, but they're way too frail and can't support large, complex levels at all.