Re: Starting outdoor maps
Posted by CrazyC on
Mon Dec 6th 2004 at 3:02am
CrazyC
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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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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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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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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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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
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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 Leperous on
Mon Dec 6th 2004 at 10:53am
Posted
2004-12-06 10:53am
Leperous
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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
Posted
2004-12-06 12:23pm
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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
CrazyC
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Location: Windsor, Ontario
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