time making map

time making map

Re: time making map Posted by half-dude on Fri Dec 12th 2003 at 7:26pm
half-dude
580 posts
Posted 2003-12-12 7:26pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey it's me :leper: Half-dude

Hey all, as you may or may not know, I'm working on my SP mod Xenophobia. And I was wondering, how long should one map take to create? becouse I only have a quorter of the map done and it took about 3 to 4 hours

how long should I take to make one map?
Re: time making map Posted by fishy on Fri Dec 12th 2003 at 7:35pm
fishy
2623 posts
Posted 2003-12-12 7:35pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
how long is a piece of string? :rolleyes:
Re: time making map Posted by half-dude on Fri Dec 12th 2003 at 7:36pm
half-dude
580 posts
Posted 2003-12-12 7:36pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
What does that mean? :confused:
Re: time making map Posted by matt on Fri Dec 12th 2003 at 7:39pm
matt
1100 posts
Posted 2003-12-12 7:39pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
It means they usually swallow you whole and leave you with no spare time....
Re: time making map Posted by half-dude on Fri Dec 12th 2003 at 7:40pm
half-dude
580 posts
Posted 2003-12-12 7:40pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
So it should take long?
Re: time making map Posted by DocRock on Fri Dec 12th 2003 at 7:45pm
DocRock
367 posts
Posted 2003-12-12 7:45pm
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
? posted by www.snarkpit.com http:>half-dude</A>
how long should I take to make one map?

Well, that depends. It depends on how happy you are with the map you've made. It depends on how well your beta testers approve of it. It depends if it needs fixed even tho you think it's done.

Really, a map's completion is never ever done. There will be a time, in the future, when you'll look back on your map and say "wow I should have done this different." or "Wow, I can't believe I released such a bad map."

If you're making a single player map, then, well, it will take a lot longer, because there usually is more than one map in a single player episode. I made a single player pack...it had almost 50 maps in it...it took the better of 6 months to make...and now when I look back at it, I think "wow I should have done this different." or "Wow, I can't believe I released such a bad map."

Just build it, make sure it works and doesn't have a ton of flaws. Get feedback on it. See what people think of it before you release it for general consumption.

Most of all, good luck, half-dude.
Re: time making map Posted by Tracer Bullet on Fri Dec 12th 2003 at 7:53pm
Tracer Bullet
2271 posts
Posted 2003-12-12 7:53pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
A heckler once asked Abraham Lincoln how long Man's legs were suposed to be. Lincoln answered "long enough to reach the ground".

such should be your attitude.
Re: time making map Posted by half-dude on Sat Dec 13th 2003 at 12:30am
half-dude
580 posts
Posted 2003-12-13 12:30am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Speaking of maps one things been bugging me.

how do you prevent the player from ziping through the map? I mean in half-life each individual map was actually pritty small but they seemed long, but they had things to look at which I guess might be the answer, have things to look at.

What do you think/do
Re: time making map Posted by Cash Car Star on Sat Dec 13th 2003 at 1:11am
Cash Car Star
1260 posts
Posted 2003-12-13 1:11am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Key cards!

Seriously, locked doors and things to fight are good ways to keep people around. Essentially, you somewhat have to craft puzzles that make it tough for a player to just run on through... Perhaps you need to switch a valve somewhere so you can shoot open a pipe and flood a room. Restoring power is always a winner. And of course the need to collect key cards. There are so many types of key cards! Red key cards, green key cards, blue key cards...
Re: time making map Posted by Gorbachev on Sat Dec 13th 2003 at 1:35am
Gorbachev
1569 posts
Posted 2003-12-13 1:35am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
It takes me months per map. I tend to change a lot of stuff and general designs.
Re: time making map Posted by Gwil on Sat Dec 13th 2003 at 3:34am
Gwil
2864 posts
Posted 2003-12-13 3:34am
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Half-Life's maps were quite small, but they were "long" because of the backtracking (ie running, flicking switches, power supplys, destroying those plant/alien things on blast pit).
Re: time making map Posted by Dr Brasso on Sat Dec 13th 2003 at 3:36am
Dr Brasso
1878 posts
Posted 2003-12-13 3:36am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
im not quite sure what this means to anyone, especially me, but i havent released a map yet....*red face :redface: ...i have a hard time getting to the point of satisfaction....as a cad drafter, i have to be damn meticulous in my work...and maybe its made me a bit anal about mapping...."release no map before its time...."....ya get a look at things that KFS, Orph, Reno, maze, etc etc etc put out, and my balls shrink up, i toss another map out, and start over....tis the way it is with me....ive been coming here for what?....almost 2 years now i spose?....

you be the judge of what you like and dislike from your own gallery....if yer happy, thats what counts in my book....if it takes a year, it takes a year....so be it...it is a direct reflection of you and your world.... :heee:

Doc Brass... :dodgy:
Re: time making map Posted by Tracer Bullet on Sat Dec 13th 2003 at 5:20am
Tracer Bullet
2271 posts
Posted 2003-12-13 5:20am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
That seems rather counter intuitive doc. I would think a background in CAD would make you better/more efficent than anyone else :/
Re: time making map Posted by Wild Card on Sat Dec 13th 2003 at 5:24am
Wild Card
2321 posts
Posted 2003-12-13 5:24am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I'm thinking about CAD courses in college. But Doc B, at least you ARE able to start something. For me, its the hardest step in map making.
Re: time making map Posted by Dr Brasso on Sat Dec 13th 2003 at 6:03am
Dr Brasso
1878 posts
Posted 2003-12-13 6:03am
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
well TB, lemme tell ya...there are a minimum of similarities between VHE and autocad, although the premise is basicly the same....my biggest problem with VHE is the fact that it is set on a 1 to 1 ratio, where as autocad goes to ....well, as many decimal places as needed....in other words, between macros and ad-lib, its 50 times more powerful, thus allowing for a greater order of specificity.

i didnt say i didnt like what i build with VHE, its just tough to work in the constraints i have....s**t....i got bored and miced a fender stratocastor once, just to see if i could.... :lol: ....and now a picture (printout/plot) of it hangs in the halls of school....and that was many years ago.... :lol:

counterintuitive?....hmm....i dont think so....it simply made me well, picky as hell...and these guys didnt or cant shake me from that.... :heee:

im a good designer, if youd like to build a house, commercial building, machine parts, etc etc etc....mapping for HL is a different animal ....as i said, the basics are the same, but the design process is no where near the same....try to put a 1.25 degree bevel on something in VHE, with a double chamfer and fillets....VHE would have a literal s**tfit.... :rofl:

but, mark my words sir....when i DO release a map, itll be something im proud of..... :wink:

oh and btw, notice that i did not have any errors in my section before i sent it on... :wink:

yer turn.... :lol:

Doc Brass... :dodgy:
Re: time making map Posted by Forceflow on Sat Dec 13th 2003 at 10:36am
Forceflow
2420 posts
Posted 2003-12-13 10:36am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
When creating your map takes less time than compiling it, you're on the wrong track.
Re: time making map Posted by Tracer Bullet on Sat Dec 13th 2003 at 10:45am
Tracer Bullet
2271 posts
Posted 2003-12-13 10:45am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I guess I knew that auto cad had to be way more powerfull than VHE but I'd never really though that much about how big the difference is.

Have no fear doc. I do'nt creat many errors, and when I do, I fix them before a release of any sort, which includes passing it on to you guys. btw, I still haven't gotten that map yet :sad:
Re: time making map Posted by ReNo on Sat Dec 13th 2003 at 1:29pm
ReNo
5457 posts
Posted 2003-12-13 1:29pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Forceflow said:
When creating your map takes less time than compiling it, you're on the wrong track.
LOL, some of my rockwork intensive maps are getting that way, and not for lack of time spent building them :biggrin:
Re: time making map Posted by Wild Card on Sat Dec 13th 2003 at 3:07pm
Wild Card
2321 posts
Posted 2003-12-13 3:07pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Indeed, rockwork does take a long time to compile. But its so simple and fast to make, at least for me. But then good 'ol compiling has to go in and spend hours on leafThread..
Re: time making map Posted by Gwil on Sat Dec 13th 2003 at 3:48pm
Gwil
2864 posts
Posted 2003-12-13 3:48pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I have problems finishing maps.. I havent finished (and released) a map to date :O ! :biggrin:
Re: time making map Posted by Wild Card on Sat Dec 13th 2003 at 3:53pm
Wild Card
2321 posts
Posted 2003-12-13 3:53pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I'm sure you made a tutorial somewhere in which you released a single room with one light entity and a player start to help some noob mapper out.
Re: time making map Posted by asterix_vader on Fri Dec 19th 2003 at 9:53pm
asterix_vader
494 posts
Posted 2003-12-19 9:53pm
494 posts 49 snarkmarks Registered: Aug 29th 2003 Occupation: Trying to find one Location: Peru
DocRock said:
Really, a map's completion is never ever done. There will be a time, in the future, when you'll look back on your map and say "wow I should have done this different." or "Wow, I can't believe I released such a bad map."
nice words! :clap:
Re: time making map Posted by Hornpipe2 on Sat Dec 20th 2003 at 7:31pm
Hornpipe2
636 posts
Posted 2003-12-20 7:31pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
If you're making a killbox, follow this simple plan:

Get an idea - 10 seconds

Start Hammer - 10 seconds

Select the one texture you'll use - 10 seconds

Create and hollow a cube - 5 seconds

Add random blocks in midair - 60 seconds

Add random light entities everywhere - 30 seconds

Weapon placement - 120 seconds (there's so damn many to put down!)

Compile - 10 seconds QCSG, 30 seconds QBSP, then QRAD and QVIS don't run because of leaks.

Total time: 4 minutes, 45 seconds to a (semi)playable map!