View Full Version : General Building Preparations and Methods
Hooper
01-29-2005, 01:01 PM
Since I've started building again, I have found myself coming down with "Builder's Block" quite often.
I've been looking around for mapping tutorials that have general preparation and mapping method guidlines but I've come up short. The majority of the things I find have to do with making sector effectors, teleporters, various effects, etc..
Some sites talk about drawing the map out on paper, I'm not big on drawing so I can't do things too artistic with 3D angles. Do they mean to draw out an extremely rough version of the map?
I would like to know what sort of methods you all take when building maps. How do you begin? Do you shade during or after creating the basic architecture? Do you build and get ideas as you go or plan completely what a room looks like before even making it? Do you start from the start of your level and work to the finish, or do you start at the 'hub' of your level? How do you go about choosing textures, do you know what you are going to use before you make the room or do you decide later?
I'd like just the basic steps you go through from start to finish. Thanks.
When I build maps I always have some sort of idea what the map will look like but it never ends up like that once it's finished. As I go through the map I tend to change things or remove them but this mainly happens once the map is near completion.
I add shadeing and skill set enimes before I move on to the next room and make it so it comes close to my original idea. Just so that I never forget about something or miss something important out.
In a way I do things like a film director, I say "I want a stair case over there, some king of lighting infront of it and a vase on a table over there". Infact I know what I want so much that I end up making new actors through the game.con just so my map ends up close to what I want it to be. This resulted in me making "Barrels that release toxic gas once destroyed, sparks that randomly fly out of locations of my choice and the newest one "Ladders" so Duke can get to high places without the use of building a stair case (mainly designed for a fire escape on the side of a tall building).
My brother does things quite differently, he goes through and builds the map roughly then goes back finishing off rooms once the main out line is done. He just makes up things off the top of his head and goes along makeing things up with no or little ideas. But he never skill sets enimes and doesn't add in sounds to doors. He also doesn't use very many of the main game letters except "R" for respawn where he uses hundreds of them. So I useally have to go back and add in sounds, multiplayer support, skill setting enimes.
Semicharm
01-29-2005, 06:32 PM
I have a number of maps that I've started, but I've only released one so far as there some mistakes that I've made and wound up wasting a lot of time. So I'll just tell you about the lessons I've learned and take it for what it's worth.
First it's not necessary to draw out the map on paper, but it is good to have some ideas of what you want in the map and where you want them. It makes it easer because if you add a lot of sections later without any plan at all you could waste a lot of time trying to get everything to fit together.
Don't worry so much with the specifics if they aren't so clear because you'll probably change them later.
Getting the basic textures for an area early on is good for getting the feel for the space. DO NOT try to get all of the alignment right until the design is finished! Build's auto-align feature doesn't always work right, so you'll get stuck doing some of it by hand and a few changes to the design can throw the alignment of a whole section off.
The same goes for shading. It's a good idea to figure out the light sources for the map because you have to "build" all of the shadows to simulate light casting. Again it's good get the basic shading done early, but don't bother too much with getting all of the details of the shading until you finish the design.
In the end it just depends on mapping style, but these tips should save you from redoing so much over and over again.
jimbob
01-30-2005, 09:24 AM
i never plan my maps, i always improvise and build things on whatever is on my mind at that time. i think of a theme ( boat residential area warehouse etc ) and just start and see what comes out.
this results in me having about 4 or 5 maps going at 1 time and only 1 really nice one. the others turn in idea maps for future reference.
thinking of something original is pretty hard, i am bulding an ut2k4 map right now with a pretty unique and cool theme, but im also in a builders block with it. even up to the point of restarting it, or even completly scrapping it.
my other few pets are turnng out awesome though http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
\o/ especially my ut2k4 assault map http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Semicharm
01-30-2005, 04:31 PM
Well, my first release for Duke3D, Jungle Factory, was done that way and turned at very well, but most of my other maps were never finished for the same reason.
NetNessie
01-30-2005, 11:50 PM
There are two simples ways to help you develop good maps, without getting stuck half way.
Firstly,
Draw a flow-chart, not a sketch or floor-plan, but a systematic approach to ever area the player encounters. Show connecting rooms, include notes about the rooms composition, enemies, weaponry etc.
Secondly,
Create the bones of the level. Briefly create all the corridors, areas and rooms you need. Dont apply to much detail, just get the looking a little in order. Do this for a big portion of the level, then you can come back later and fill in the remaining areas and add decoration, enemies, sprites, SE etc afterwards.
If you ever get stuck, its important that you dont continue. If you push yourself you will end up making areas that dont suit the rest of the level. If you cant think of anything have a break.
Heres another idea, its always good to listen to a soundtrack whilst working with an level editor. Helps you structure your mind. I find that changes in songs sometimes reflect my build-mood. So if your making a level listening to jazz, stick with jazz till your done.
Im full of stupid ideas http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
GoodStuff
02-01-2005, 06:45 PM
First I go to the beach and draw out a rough layout of the level in the sand using a stick and pieces of old shells.
After I figure out what I want, I create a clay mould of the level, using LEGGO men to represent where I want to put in ememies.
Next, I go to the bathroom and drop my drawers. In advance I adjusted my eating habits in order to drop a 2-flush corn log.
Using the log, I create objects for my clay mould of the level. I grab my cassette recorder and play any background music that I am adding to the level. Any water is added to the level by simply pouring tap water into all the right places.
Next, I take several photos and post them anywhere I can, grocery store windows, porn shops & local schools. This is done to see if enough interest is created to keep the photos up. If that is the case, the level is a keeper.
MarkJ
02-01-2005, 07:15 PM
Mental Note: Never, ever shake goodstuff's hand or play with his lego. *NEVER*!
NetNessie
02-02-2005, 01:45 AM
*shiver*
Geoffrey
02-02-2005, 05:39 AM
First of all, do not try to make a masterpiece. That never works out. Just take it slow and if you make a really good map, you make a really good map. If not, then not. Who cares.
Also, it's a good idea to get ideas from other games. Half Life (1) is one of the best sources, because of the !excellent! use of textures. If you've played through all of your excisting games and you still can't find anything, search for stalker pics, hl2 pics,.. etcetera. Also, this site
http://www.visualwalkthroughs.com/
is really handy when it comes to inspiration gathering.
Drawing your map out on paper can be handy but it's not something you have to do. If it works for you then by all means, but if you've never tried it don't bother starting with it.
Finally, do not stop working on a room if you think that 'people will like this' .. only stop if you really like it yourself. Testing your map over and over again is that much funner if you like it yourself. So texture and retexture and go nuts with shading. Just make it look hot. http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif
Good luck sir! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
DrFunkenstien
02-14-2005, 08:27 PM
Hooper said:
How do you begin? Do you shade during or after creating the basic architecture? Do you build and get ideas as you go or plan completely what a room looks like before even making it? Do you start from the start of your level and work to the finish, or do you start at the 'hub' of your level? How do you go about choosing textures, do you know what you are going to use before you make the room or do you decide later?
By the way, if you're ever in need of inspiration and ideas, try thinking of real places.
I believe the 3DR team spend a "field-day" just walking around the city collecting photos and textures, and they no doubt got ideas for their levels from real streets and buildings.
This is also good for choosing textures. If you're not sure what to use for the floor and walls of a supermarket for example just look at pictures of supermarkets and use them as a guide. Or actually go to one with your laptop and work on your map RIGHT THERE!!
peter_m_green
02-15-2005, 04:59 AM
however do not try and follow real places too closely
gun totting maniacs tend to require slightly bigger corriders than normal people http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I usually get ideas for a new level from other maps, like Nature Force was inspired by Ripper Valley from Shadow Warrior. When I'm working, I never draw something, not only because I'm not much of a artist on paper myself but I mainly work from whatever is haunting my brain at that moment.
On the other hand, I did tried to draw maps of certain areas and I always keep a list of which Lo-tag is used (to link a switch to a door for example), so I keep my maps good documentated.
The other exception is when I'm about to do something difficult which needs a lot of preperation and good pratice. I even make a testmap for these occassions once.
Semicharm
02-15-2005, 06:48 PM
Ya, test maps are great for trying new ideas or when working a tricky effect. I used them ALL of the time. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
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