Starting outdoor maps

Starting outdoor maps

Re: Starting outdoor maps Posted by CrazyC on Mon Dec 6th 2004 at 3:02am
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Posted 2004-12-06 3:02am
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65 posts 7 snarkmarks Registered: Sep 27th 2004 Occupation: Unemployed Location: Windsor, Ontario
When starting a map that would be outdoors, where does one start? Is it best to start from one spot and build outwards, and then box the map in when you want to test? Or is there a better, simpler way(probably is)? Because I am just trying stuff out, and I want to make something that would be outdoors, and dont know how to go about it.

Thanks in advance
Re: Starting outdoor maps Posted by Orpheus on Mon Dec 6th 2004 at 3:04am
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Posted 2004-12-06 3:04am
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this is not an editing question, it belongs in "General"
Re: Starting outdoor maps Posted by Nanodeath on Mon Dec 6th 2004 at 3:31am
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Posted 2004-12-06 3:31am
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I think this is an editing question...it's just not a technical question.
Re: Starting outdoor maps Posted by satchmo on Mon Dec 6th 2004 at 4:40am
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Posted 2004-12-06 4:40am
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You should have some idea of the plan for your outdoor map. Do
you have a theme? How many building/landscape items are you
having?

After you've planned out the layout of the map, then start from
anywhere and build one area at a time. To save time during
compilation, cordon the testing area off so you can fine-tune a small
area without worrying about the rest of the map. Once you have
detailed a section of the map, you should be able to expand that look
and feel to the rest of the map.

I hope this answers your question.
Re: Starting outdoor maps Posted by glenc on Mon Dec 6th 2004 at 6:49am
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Posted 2004-12-06 6:49am
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All good advice. With an outdoors map I think it especially important to start with a sketch. Helps you really plan out gameplay before you start mapping. Also, performance is a primary consideration when doing outside maps.

One thing to try to avoid is building all of your brush geometry and then boxing the whole thing in with a huge sky box. This makes performance suffer and compilation will take much longer. Remember that even though it's outdoors, it's still just a bunch of rooms connected by hallways - it just has the apperance of being outdoors :smile:
Re: Starting outdoor maps Posted by Nanodeath on Mon Dec 6th 2004 at 7:55am
Nanodeath
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Posted 2004-12-06 7:55am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Yes, I agree with the previous posts as well. Sketches are ESSENTIAL, and not just something to do while you don't have access to your computer for whatever reason :wink: Writer's block will hit you like a ton of bricks if you don't have some sketches handy, and the more detailed the better...graph/grid paper is always handy.

As for advice specific to an outdoor map, all I can say is it would probably be helpful to have one map that's intentionally vague/general for environmental features, like giant ovals for wooded areas or ponds, you know, that sorta stuff. Besides that...should be more or less the same as designing for indoors, conceptually.
Re: Starting outdoor maps Posted by RabidMonkey777 on Mon Dec 6th 2004 at 7:58am
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Posted 2004-12-06 7:58am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Yeah, compile times SKYROCKET when you box everything in. Just add sky where you would want your sky to appear.

I rarely use sketches - I can visualize something I want in my head and then begin to draw that out in Hammer, then I can detail it in my later stages. I often can be found working from a few reference pictures, either ones I've taken or ones from Google.

Personally, I usually divide my mapping work to be done into sections, for each room of my map (Anyone who's been following dm_petrol can probably notice this from the development of the images). For outdoor areas, I usually work in a series of steps - One of the initial brushwork for the outdoor areas, then a compile and quick playtest, then I add brush detail, recompile, then add the skybox and recompile and finally things like detail props and garbage and do a final compile and screenshot and do a final test to make sure everything's in order. Then I'm free to move onto the next area of my map and begin working on that.
Re: Starting outdoor maps Posted by Leperous on Mon Dec 6th 2004 at 10:53am
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Posted 2004-12-06 10:53am
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Have a look at the SDK vehicle test map, that'll show you the basic outdoor mapping techniques...
Re: Starting outdoor maps Posted by Vassago5kft on Mon Dec 6th 2004 at 12:23pm
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Posted 2004-12-06 12:23pm
39 posts 14 snarkmarks Registered: Nov 24th 2004 Occupation: 3D Artist, 5000ft Inc Location: Reno, NV, USA
It's always good to jot things down on paper first, for sure. This way,
you can plot out the gameplay, as well as build-in some natural
occluding buildings/objects (for vis).
Re: Starting outdoor maps Posted by CrazyC on Mon Dec 6th 2004 at 9:52pm
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Posted 2004-12-06 9:52pm
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Wow guys, thanks for all of the responses, this is sure to help me out.

My idea for an outdoor type map is a trailer park. It will be a learn-as-I-go kinda thing, like if I meet something I don't know how to do, then I will check for tuts, or make a test map trying it out. Like for example, putting a skybox in :razz:

I planned to just start with one area (a trailer), make that, and then work outwards from that. I also am assuming that I can eventually build down (to add some more areas and some more depth to the map).

Thanks again for the help
Re: Starting outdoor maps Posted by Flynn on Sat Dec 28th 2013 at 2:57pm
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Posted 2013-12-28 2:57pm
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Nanodeath said:
Yes, I agree with the previous posts as well. Sketches are ESSENTIAL, and not just something to do while you don't have access to your computer for whatever reason :wink: Writer's block will hit you like a ton of bricks if you don't have some sketches handy, and the more detailed the better...graph/grid paper is always handy.

As for advice specific to an outdoor map, all I can say is it would probably be helpful to have one map that's intentionally vague/general for environmental features, like giant ovals for wooded areas or ponds, you know, that sorta stuff. Besides that...should be more or less the same as designing for indoors, conceptually.
100% disagree with sketching. I have released 5 maps and never not once sketched something else. Why? Because Hammer is my sketch pad. A lot of my maps are experimental, once I have gone through many versions they get released.
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Re: Starting outdoor maps Posted by Niborius on Sat Dec 28th 2013 at 9:25pm
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Posted 2013-12-28 9:25pm
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You do realise that post is over 9 years old? Although, I must say that Hammer is my sketch tool as well.
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Re: Starting outdoor maps Posted by Riven on Wed Jan 1st 2014 at 7:50am
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Posted 2014-01-01 7:50am
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@Flynn,

Then the idea of sketching, (A rough design or plan [either on paper or in Hammer] remains a good idea). When I did map more regularly, I certainly always started with paper, and gradually tested those ideas in 3D within Hammer of course.

With the Source Sketchup plugins, Valve even advocates modeling your design outline in Sketchup (something more useful perhaps for a team of other artists), which may be quicker and more precise than Hammer's tools.

Either way, planning a rough 'sketch' 3d or otherwise, is certainly a good idea for any design project.
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