Process of Maping (Level Design)

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Re: Process of Maping (Level Design)

Postby editor Dave » Thu Nov 16, 2017 11:41 pm

@XaNKoNII: I do think that getting accustomed to this practice is a giant step into the right direction. In game development you will only lose more creative control to your team members! Have you ever considered switching to a newer engine?

@nogardilaref: Thank you very much for your nice comment! And you summed it up perfectly. However, even if you only do some things for fun, you might wanna consider releasing them. And then sometimes, speeding up the process by sticking to your plan rather then spending time on re-making portions of a map because you worked so long on it that you can't appreciate some older parts anymore, will help you out. Well, it certainly depends on the scope of your project, and I personally would never consider a multi-map project with interlinking parts again. :ironic:

With this next picture I just want to show you that even the simplest of sketches will have their reasonable results if you can decipher them properly (WIP)!
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Re: Process of Maping (Level Design)

Postby XaNKoNII » Sat Nov 18, 2017 12:41 am

editor Dave wrote:@XaNKoNII: I do think that getting accustomed to this practice is a giant step into the right direction. In game development you will only lose more creative control to your team members! Have you ever considered switching to a newer engine?

@nogardilaref: Thank you very much for your nice comment! And you summed it up perfectly. However, even if you only do some things for fun, you might wanna consider releasing them. And then sometimes, speeding up the process by sticking to your plan rather then spending time on re-making portions of a map because you worked so long on it that you can't appreciate some older parts anymore, will help you out. Well, it certainly depends on the scope of your project, and I personally would never consider a multi-map project with interlinking parts again. :ironic:

With this next picture I just want to show you that even the simplest of sketches will have their reasonable results if you can decipher them properly (WIP)!


Have I considered a newer engine? hahaha I have this list of 3 engines I want to work with eventually so yes I have,
But I´m going to stick with U1 because not only it forces me to learn brushwork in the hard way (a forgoten skill in level design these days, its all static meshes) but being limited It will also force me to be super creative and inventive with the little I can do.

(about the sketches) oh I see it! and yes it really helps, with the new version of my Lords of The void doing the concept first even if it´s just a scrible actually changed the way my brain works now. It´s like the original ideas I used to had are now devided in "elements" so to say, like the basement of the map: First I thought about the materials used there, then the light and how it would set the atmosphere then came the ideas for arquitectual elements it would have... and the end result e a more efective and good looking area for the players.
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Re: Process of Maping (Level Design)

Postby Gustavo6046 » Mon Nov 20, 2017 3:40 pm

Going to be a bit off-topic, but since somebody mentioned...

+-------------------+
| Newer engines?|
+-------------------+

I'm sure you can get yours. Hope you do! I'm still in a bit of a lack of choices for simple, intuitive and lightweight 3D game engines:

Spoiler: show
So, in case someone can help me...

I can't install Unreal Engine 4 - it's too heavy!

I don't know how to get around Godot.

Blender is dedicated to modelling, not exactly direct game development.

ZDoom is limited (with DECORATE modding), ZScript is not well diffused yet (first appeared in the last known stable minor version of ZDoom, 2.8.1), and I don't know where to put C++ changes.

UE1 is closed-source.


Where is the perfect engine?

Note: I know Java, C++, UnrealScript, JavaScript and Python. JS would be preferable!
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Re: Process of Maping (Level Design)

Postby papercoffee » Mon Nov 20, 2017 6:21 pm

Gustavo6046 wrote:Going to be a bit off-topic, but since somebody mentioned...

+-------------------+
| Newer engines?|
+-------------------+

I'm sure you can get yours. Hope you do! I'm still in a bit of a lack of choices for simple, intuitive and lightweight 3D game engines:

Spoiler: show
So, in case someone can help me...

I can't install Unreal Engine 4 - it's too heavy!

I don't know how to get around Godot.

Blender is dedicated to modelling, not exactly direct game development.

ZDoom is limited (with DECORATE modding), ZScript is not well diffused yet (first appeared in the last known stable minor version of ZDoom, 2.8.1), and I don't know where to put C++ changes.

UE1 is closed-source.


Where is the perfect engine?

Note: I know Java, C++, UnrealScript, JavaScript and Python. JS would be preferable!

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Re: Process of Maping (Level Design)

Postby XaNKoNII » Tue Nov 21, 2017 12:30 am

Gustavo6046 wrote:Going to be a bit off-topic, but since somebody mentioned...

+-------------------+
| Newer engines?|
+-------------------+

I'm sure you can get yours. Hope you do! I'm still in a bit of a lack of choices for simple, intuitive and lightweight 3D game engines:

Spoiler: show
So, in case someone can help me...

I can't install Unreal Engine 4 - it's too heavy!

I don't know how to get around Godot.

Blender is dedicated to modelling, not exactly direct game development.

ZDoom is limited (with DECORATE modding), ZScript is not well diffused yet (first appeared in the last known stable minor version of ZDoom, 2.8.1), and I don't know where to put C++ changes.

UE1 is closed-source.


Where is the perfect engine?

Note: I know Java, C++, UnrealScript, JavaScript and Python. JS would be preferable!


I would recomend TrechBloom wich I think is open Source but is mainly for Quake 1 (I know it sounds old, but its actually new and Quake has a few new engines that run the old assets) Havent used it but from what Ive seen on the level of a triple AAA level editor.

Or... Source? Hammer editor? The source engine is still modern and is the next engine in my list to learn.
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Re: Process of Maping (Level Design)

Postby Hellkeeper » Tue Nov 21, 2017 1:43 pm

XaNKoNII wrote:The source engine is still modern

I wonder what defines "modern" at this point.
You must construct additional pylons.
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