Planning a map

Planning a map

Re: Planning a map Posted by JFry on Tue Jul 27th 2004 at 9:12pm
JFry
369 posts
Posted 2004-07-27 9:12pm
JFry
member
369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Something I've always struggled with is planning out my maps before hand. I tend to just get an idea and start mapping it, but then I end up suffering from lack of direction/connectivity. I was wondering, how do you guys go about it?
Re: Planning a map Posted by scary_jeff on Tue Jul 27th 2004 at 9:33pm
scary_jeff
1614 posts
Posted 2004-07-27 9:33pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I tend to just go for it. I work on one particular area, then if it's looking interesting, I try and expand on the theme. If it looks like it's going to work, I'll think about layout and perhaps do some top-down sketches. Normally I get stuck on the 'expand on the theme' part, but I think this could be down to lack of experience on my part. I think if you just practice making any old random area, then joining it up to another area, eventually you should be able to do the same quite easily for most random rooms you come up with.
Re: Planning a map Posted by ReNo on Tue Jul 27th 2004 at 9:36pm
ReNo
5457 posts
Posted 2004-07-27 9:36pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I normally get an idea, throw some bits and bobs together in hammer to see if its gonna work out in terms of theme, then try and think over my layout. Sometimes this will involve overhead plans, or sketches, but more often than not I just get a general idea and then try it out. My layouts are often improvisational too, in that I'll look at what I've made, and think how best to connect them from then.
Re: Planning a map Posted by Yak_Fighter on Tue Jul 27th 2004 at 9:46pm
Yak_Fighter
1832 posts
Posted 2004-07-27 9:46pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I just start building things in WC and see where that takes me. I never plan things out, cause whenever I do they turn out s**tty. I start with an area and let it grow from there. This organic nature of construction forces me to dump a lot of maps because they turn out s**tty, but most of my better designs come from it as well.
Re: Planning a map Posted by Tracer Bullet on Tue Jul 27th 2004 at 10:01pm
Tracer Bullet
2271 posts
Posted 2004-07-27 10:01pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I'm pretty aimless, but most of my past maps have tried to use a particular feature. in Cratesis it was believeable machienery, in nuclear_research it was env_beam and func_train. I've made many others (unreleased because they sucked) which were of similar nature. I had an arch tool map, triangle terrain map... ect.
Re: Planning a map Posted by Pericolos0 on Tue Jul 27th 2004 at 10:05pm
Pericolos0
40 posts
Posted 2004-07-27 10:05pm
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
i draw a full overview (in color!) with information and brainstormed ideas in the various areas, draw concept art to put on paper how i want certain areas to look, think of a basic storyline etc etc...

I all plan it out, but a lot of changes are made through the process of mapping ofcourse.
Re: Planning a map Posted by Campaignjunkie on Tue Jul 27th 2004 at 10:07pm
Campaignjunkie
1309 posts
Posted 2004-07-27 10:07pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I tend to get an idea and make a room of it first to see if I like it.
If it seems like it'll be a good map, I develop it further, blocking
out a rough layout in Hammer (sometimes). While doing that, I look up
lots of reference pictures on stock.xchng or something and gather
textures. But I usually don't draw out layouts on paper - I always
inevitably end up changing it a lot, and it doesn't really seem too
practical to me. Maybe some rough architectural ideas, but almost never
layouts. Maybe that's why I can never finish a map? :razz:
Re: Planning a map Posted by Kage_Prototype on Tue Jul 27th 2004 at 10:17pm
Kage_Prototype
1248 posts
Posted 2004-07-27 10:17pm
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
The main problem I have with mapping is choosing the right textures. I've thought up countless ideas and tried to implement them, but I can never do it because I can never find the right textures for what I want to do. It doesn't help that I have trouble making textures either. But I have a set of textures that I'll use, I usually just create maps area by area. I only really plan it out on paper if it helps me clarify what I'm trying to do. I can usually just ork from what's in my head. Once I've done say about half a map, I can picture how it will all come together, but I never really plan any floor plans or architecture out.
Re: Planning a map Posted by fishy on Tue Jul 27th 2004 at 10:27pm
fishy
2623 posts
Posted 2004-07-27 10:27pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
things just seem to grow in no particular direction for me.

when i'm on a roll and know what i want to make, things can just fall into place. but more often than not, working out what to make [and where to cut back] is the biggest obstacle.
Re: Planning a map Posted by Crono on Tue Jul 27th 2004 at 10:29pm
Crono
6628 posts
Posted 2004-07-27 10:29pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I picked other since it's usually a combination of 2 and 3.

Its cool to just break hammer out and start mapping ... but ... those are usually maps that get thrown away or something as such.

The idea in the noodle is helpful ... sometimes I have to draw it out to make sure about areas and such before continuing (to see if they really will connect properly)
Re: Planning a map Posted by Hugh on Wed Jul 28th 2004 at 2:07am
Hugh
900 posts
Posted 2004-07-28 2:07am
Hugh
member
900 posts 207 snarkmarks Registered: Oct 25th 2003 Occupation: College Student Location: Amerika
I generally get a cool idea for a room or two and base the map around that. In general, that's not a good mapping practice since then you just have one or two cool rooms... oh well.
Re: Planning a map Posted by G.Ballblue on Wed Jul 28th 2004 at 2:47am
G.Ballblue
1511 posts
Posted 2004-07-28 2:47am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I kinda try to get a theme first. And that's about it. To start my map, I usually base the first 2 rooms off of some other level I've seen, but I don't fully duplicate (The only similiarity would be in outter wall and ceiling structure, but the inside detail could be different.)

I generally make up my map as I go. I get to the unifished part and think "hmmm what would go good after this...." then I put something there. I try to throw lots of different stuff in my map, rather than just tons of corridors.
Re: Planning a map Posted by $loth on Wed Jul 28th 2004 at 6:53am
$loth
2256 posts
Posted 2004-07-28 6:53am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Sometimes i just open up hammer, but most of the time i do a quick sketch of the lay out, then see if i like it, if i do, then ill carry on.
Re: Planning a map Posted by SumhObo on Wed Jul 28th 2004 at 9:40am
SumhObo
126 posts
Posted 2004-07-28 9:40am
SumhObo
member
126 posts 23 snarkmarks Registered: Nov 23rd 2003 Occupation: Student Location: Somewhere in Australia
<DIV>I find it's best if I plan out the map for gameplay first. By this, I mean a simple layout diagram with the possible routes of access marked, as well as camping locations, sniper spots and such. I find it's also important to check the gameplay with one strategy for each team.</DIV>
<DIV>Planning for a particular number of people is important.</DIV>
<DIV>On a more arty side, I just pick a basic setting and run with it. I find that if I try to make the theme too specific, I can never get it perfect enough.</DIV>
Re: Planning a map Posted by Ferret on Wed Jul 28th 2004 at 3:01pm
Ferret
427 posts
Posted 2004-07-28 3:01pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
crack open hammer. Define atmosphere. Build off of that. Voila. Level designers should have gameplay oozing from their ears...like reno.
Re: Planning a map Posted by ReNo on Wed Jul 28th 2004 at 3:25pm
ReNo
5457 posts
Posted 2004-07-28 3:25pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I told you man, thats a medical condition, and no matter how hard you try and convince me otherwise, I won't believe that sticky stuff is gameplay!
Re: Planning a map Posted by $loth on Wed Jul 28th 2004 at 3:27pm
$loth
2256 posts
Posted 2004-07-28 3:27pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
With dm_hogwarts, i actually did a hell of a lot of planning, most of it never used, i took it out of the beta's, for the sake of low[er] r_speeds. I swear i watched that scene at the start of the first harry potter movie where they all go into the entrance hall about 50 times!
Re: Planning a map Posted by $loth on Wed Jul 28th 2004 at 3:27pm
$loth
2256 posts
Posted 2004-07-28 3:27pm
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
ReNo said:
I won't believe that sticky stuff is gameplay!
:leper: That just sounds wrong when you don't read what ferret says :razz:
Re: Planning a map Posted by wil5on on Thu Jul 29th 2004 at 9:07am
wil5on
1733 posts
Posted 2004-07-29 9:07am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
ROFL.

I usually just crack open hammer and go. However, the maps I actually release (which make up about 5% of the maps I make) usually have a little bit of planning. Nothing down on paper or anything drastic like that, but I'll bounce an idea around in my head for a couple of weeks before committing myself to a big mapping project.
Re: Planning a map Posted by Adam Hawkins on Thu Jul 29th 2004 at 11:33am
Adam Hawkins
858 posts
Posted 2004-07-29 11:33am
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
I tend to work pretty much the same way as ReNo it seems. Only problem is that I end up with loads of abandoned maps in various states of construction - from one room all the way to full-blown maps that I left for one reason or another.

I think time and a short attention-span probably are contributing factors :wink:
Re: Planning a map Posted by ghost of evilspy on Thu Jul 29th 2004 at 12:44pm
ghost of evilspy
65 posts
Posted 2004-07-29 12:44pm
65 posts 127 snarkmarks Registered: Jul 11th 2004
Planning map: Make big box. Make it hallow. Add one overbright light. Add prefab(s). Add spawnpoints and weapons (lots of theim, so you dont need to place any ammo). Done. Post to Snarkpit forums.
Re: Planning a map Posted by Rumple on Thu Jul 29th 2004 at 1:03pm
Rumple
518 posts
Posted 2004-07-29 1:03pm
Rumple
member
518 posts 72 snarkmarks Registered: Aug 22nd 2001 Occupation: Web Dev Location: NSW, Australia
nooooooooooooo dies at thought of killbox :grenade: :leper:
Re: Planning a map Posted by Leperous on Fri Jul 30th 2004 at 3:17am
Leperous
3382 posts
Posted 2004-07-30 3:17am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
See what textures I have to hand, and bosh out some random stuff, trying to keep connectivity flowing as I go.
Re: Planning a map Posted by Ferret on Fri Jul 30th 2004 at 6:51am
Ferret
427 posts
Posted 2004-07-30 6:51am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
lep and I are similar