I LOVE the vegetation in those first several screens. Using the "model" option for the powercube?
The vegetation, yes...It gives the map something extra`s... and NO not use powercube entitie,but real models with model spawn. After an simple adjustment in Quark editor cfg.., Quark see these *.md2 models.
However, I do not know how this works in other editors.. Tread3D, Qoole, Radiant, Trench Broom.. We have smart people on this forum,so that won't be a problem..
Post by NIN-Kitsune on Feb 14, 2015 9:18:43 GMT -5
I must say, the notion of sketching a map plan out is sort of a new one to me , even though my ability to visualize things I plan inside my head is a bit difficult sometimes to translate into a real result in my editor, that has always been how I made my maps so far. Start with an idea in my head and try to produce it directly in the editor (I once had a strange dream a few years ago that was in a Quake II map that doesn't exist, I wish I could remember that dream better because I vaguely remember it, quite awesome but not enough to recreate it and do it proper justice). But then I'm the odd sort who can't draw quite like that in a reasonable time frame, though the grid on paper is a good idea that would make it easier to do so and ensure the geometry can be recreated precisely.
While I couldn't draw maps in such detail like these, it would be faster to just do it in the editor, it may still be worth trying some simple sketches of a maps general layout in certain cases while worrying about the fine detail later in trench broom since it's so easy to work with for me. I'll definitely give the notion some thought and see if I can better plan a layout through a sketch.
That's awesome and old school. Thanks spirit! For those who might be wondering, can you explain what all the different markings and numbering means? RA = Rocket Area... 3+ High levels?
It's interesting seeing your workflow. Maps designed and iterated with pen and paper allow for proper design decisions to shine through. I know a lot of mappers these days who forgo this process and go straight to the editor, hence missing the top down approach. This is fine if you've got a lot of experience and know exactly how everything is going to be laid out in your head. But in most cases doing that you're still only blocking out major sections and not dealing with fine details right away. This insures clean top down design vs bottom up struggle in most cases. On rare occasions though, if you're channeling some sort of spirit :-), you might enjoy and organic batch of inspiration to shape things naturally.
For DM it would also be interesting to have numbering to see how many moves the player is from the central battle areas so he never strays too far from the action. I guess, it would be similar to keeping the number of mouse clicks to a minimum for a streamlined and efficient UI. At the end of the day and despite all the awesome graphics, we know that players just want to get it on
I absolutely agree with pen and paper sketch approach. I do this for my maps (sometimes 3-4 iterations).
I also done that for my platformer game. But I used slightly different technique. I roughly sketched all map on paper. Then I measured all jump heights, lengths and all that gameplay stuff and layed out whole map in Adobe Illustrator with grid enabled. I have something like 1 grid = 64 UU = 1 normal jump height and so on. I played this map a week or so. Only when I played it many times I launched editor and quickly recreated iayout in brushes.
But on the other hand sometimes you need to play your level to feel that gameplay is right. I usually do that in prototype phase before layout drawing.
That's awesome and old school. Thanks spirit! For those who might be wondering, can you explain what all the different markings and numbering means?
In my map sketches, the numbers are height levels (of the floor). Roughly, a difference of 1 height level means it's above your head but you can still rocket jump up there, for 2 you cannot.
On stairs + ramps, the arrows show the way leading upwards.
The abbreviations are the ones commonly used in the Quake mapping forums I know: items: RA = red armor, YA = yellow armor, MH = mega health, ... weapons: RL = rocket launcher, SG = shotgun, SSG = super shotgun, CG= chain gun, HB = hyper blaster, ... Other stuff: JP = jump pad. For teleporters: T1S = Start of teleporter #1. T1X = Exit of teleporter #1. And so on for tele 2, 3, ...