This is a straight copy from the original
styles) on the QBoard. I've copied it here for a few reasons. First
off this is the type of information I could never get hold of by asking,
not all authors are forth coming on this type of thing. Secondly it will
be a permenant copy of it. Thirdly its damn useful. Finally, its free content
One more thing. Those of a tender
natural could be easily offended by the language used. (Hey, its happened
before you know...)
How does every mapper make their
post nr. 1 by [tron] [members.tripod.com/qmm/]
at 08:44 through 18.104.22.168
Okay, I know that I'll most probally
get attacked enmasse for adding this thread, but I think It justifies one,
and seriously, how many threads about the portal do we need? Anyway the
point of this thread is to ask how every mapper creates there maps, and
their own distinct styles. Do you work one area at a time, completing all
teh detail b4 moving on, or do you make the basic structure of the entire
map, and move back through it and add detail when you've made all teh structure.
And what about lighting? Do you try to place light sources realistically,
or just place them wherever you think the map needs light?
Late at night
post nr. 2
at 11:28 through 22.214.171.124
I started with a concept, small,
vertical and as fast-paced action as possible. Well, I *had* a plan as
well. You know, scetches and such. But I ended up making/finishing one
room/area and building from there.
I try to make the light look realistic,
which isn't always the same as placing the sources realistically. I used
basic lightning until the architecture was in place, and I was satisfied
with the layout, before going over it again with the "real" lightning.
Which was a good thing, since I frequently scrapped whole areas because
I didn't like the way they played.
As for style, I haven't really made
enough maps to tell (just one, don't laugh). Lots of 3d, and the "less
is more" principle. I favour gameplay over looks, and keep a constant eye
on the r_speeds.
One thing I do is to jump around
a lot in the map, from the first single floor. I want to get a feel of
how the flow will be, and I get most of my good ideas while doing mindless
rocket jumping back and forth in an ugly fullbright level full of holes.
Yes, I have talked to my shrink about it, and he quit and moved to bahamas.
As soon as I get a sealed structure
I throw in bots as I test. In the final stage I talked a couple of real
heavy-hitters (compared to me, I'm basically a ctf dude) into testing it
at a local lan party, and their feedback led to a few minor but significant
I use WorldCraft, and I try to stick
to the grid at all times. I don't use much carving, I build brush by brush
instead. I get most of my inspiration from the maps reviewed at the Ramshackle,
and I have had no less than 3 hd crashes, all which took with them to the
grave a version of harmdm2... kinda put me off mapping for a while.
But I feel inspiration sneaking up
on me, and I have one of these nifty zipdrives now (much better than floppy),
so who knows.
Well, this turned into quite a ramble.
I hope it answers some questions.
post nr. 3
by Killjoy [kjdmx.terrafusion.com]
at 14:00 through 126.96.36.199
When I start a map i usually get
an idea... For instance, I knew I wanted to use a sky-pit for kjdm12, so
I started with the bottom of the middle arena and worked up. I did the
lighting and detailing as I went, and tried to plan the connectivity as
I went, but things don't usually work out exactly as I plan. I put in OBots
as soon as it's got spawns (which I add later) and items, and I playtest
it while I put on finishing touches. Doing the detail as you go makes you
more satisfied with the map but it also makes it hard to modify large areas.
I was reluctant to pull big chunks of my map around, but in the end it
made it a better map.
post nr. 4
by Bal [www.barrysworld.com/bal]
at 15:12 through 188.8.131.52
When I start a map, I usually have
a certain idea, most of the time linked to the textures i want to use.
I do everything at once, details, lighting... the only things i keep for
the end is clip brushes, spawns and item placement (but that doesn't mean
I don't think about'em as i map). For lighting, I try to make things as
realistic as possible, I only add unrealistic lights at the end in places
that really need them. My major problem with mapping are the r_speeds (most
of the time I us the excuse that everyone has a quick computer =) which
sadly isn't true) I usually go a little crazy on detail and I really hate
to take things out once there done. Then once its done I play with a couple
bots and send away for betatesting! =)
post nr. 5
by jvox [www.planetquake.com/jvox]
at 17:08 through 184.108.40.206
I tend to start by bulding a room
brush by brush, adding a player start and a few light entities, and screwing
around with textures. This goes on for a while, changing textures, and
running the map in Quake to look at them. This process helps get my brain
into the creative mode. You mappers know what I'm talkin about... you really
enter a different mental state when creating stuff -- you're fully focused
and it's like you're in a mild trance or something. 8) So then I'm lookin
around the room and I'm like, I wanna be able to move this way. So I go
create a passage going that way. The first passage will usually lead to
a second level and re-enter the room from above, creating a small circuit.
I think every new area you add should become a logical part of some circuit.
Then from there i keep running the map and just feeling where I want to
be able to move next. The textural and architectural style develops along
the way. After starting about 30 maps this way, I'll come up with something
I like. 8)
Yep, I know precisely what you
post nr. 6
at 17:18 through 220.127.116.11
how i build
post nr. 7
by Thanatopsis [www.martin8.clara.net/ktimpakt]ONT>
at 19:16 through 18.104.22.168
I usually start off with a basic
idea of what I am going to do first. A theme and/or a basic sketch of the
layout. I then attempt to build the basic structure but get about two rooms
built then get depressed and feel that I must add some detail. When I am
happy with these areas I move onto the next and detail them. When all the
areas are built I check the level tweak architecture and lighting and check
the r_speeds. After I am happy with architecture, lighting and r_speeds
I pop in the items and ambient sounds etc.
After all this is done I playtest
the map for ages, looking for bugs, texture misalignments and item placement.
I then go back and make any neccessary changes before releasing the map
with a text file and route file (Eraser bot).
post nr. 8
by headshot [headshot.terrafusion.com]
at 21:39 through 22.214.171.124
Usually, when I start a map I jump
right into Worldcraft and lay a few brushes. So far I've never been really
captured by an idea which I had to turn into a map. Well, actually it's
been that way a couple times, but these attempts never worked out. So,
I start the central part of the structure which will also tie the action
together in the final map. In "dead" for example, or in dapak4 this has
been the main atrium. There are exceptions (vascular), but usually there
is a core area to each map, where the several circles of flow will meet
(mostly on different levels.)
In this first area I try to have
at least one instance of *all* the architectural elements that will appear
in the map. This helps me to get a consistent theme. Some of these elements
might be altered throughout the map, but usually it's all there in the
first sealed portion. After that I take a long time to figure out where
the entrances and exits to the core area should be located, so I can attach
the other areas later. This is the most time consuming part and determines
how the flow of the map will be. In this phase also the texture theme and
the placement of the important items (RA, Quad, MH, RL's) are determined.
After that, I'll add more areas,
make connections and sometimes figure out a new way to connect the core
area to another part of the map. Detail is added on the fly instead of
later. An important thing I learned is that the scale of the areas is extremely
critical. I often rebuild huge parts of my maps, only to resize a single
room 64 or even only 32 units. This is what determines a lot if a map "feels"
comfortable. On that note: I also try to give the teleport exits and respawns
a nice perspective, ie try to point them down a hallway or into a room
instead of facing a wall.
As for lighting: I'd estimate that
for each sourced light I use one more to add ambient light to the source.
A very useful feature of arghrad is the wait key, which modifies the falloff
of light entites. At first I only used that feature to flood areas with
>ambient light (wait < 1). But it's also handy the other way round. It's
possible to add nice glows to light sources (bulbs) that won't affect the
ambient lighting through wait keys > 3 coupled with spots for exapmple.
Also, I try to have as many interesting shadows from skylights as possible.
It's a good way to make larger areas or large portions of wall appear interesting.
Finally: clips, respawns, info_intermissions
and the like. Oh, and sounds.
Well, that's my incoherent rant on
the topic. The thread is a nice change from the portal/map pack discussion
btw. I think this matter is off the board and in competent hands now.
post nr. 9
by Renegade [renegade.c4.net]
at 22:46 through 126.96.36.199
I have done it several ways. One
is sort of like headshot's. I will create a central area and finish it
completely. All the lighting and textures , to get an idea where it os
going. Then I rough out the rest of the map. Then go step by step to finish
My other way is to go at it full
ahead. Usually i do thid when the whole map is already in my head. I rough
the whole thing and then do ents and so on.
I have done it a couple of other
ways but my best levels came from messing around with worldcraft til something
came to life.
examples Rene36 i was just messing
Rene34 I already knew what i wanted.
Rene38 was a one day spur of the
moment map....Testing a new System i had bought.
Rene40 is being down in a simular
way as to Headshot's.
As for distictive style.... Ilike
late evening settings with the space sky. Blue and white light are my favorite.
well thats it .....
My $0.02 on technique...
post nr. 10
by Kaiser [members.xoom.com/mr1037]
at 01:03 through 188.8.131.52
For me, mapping is a slow process...
Often I start a map with a room, not necessarly the central room - just
a room, which I stare at for hours contemplating what I want to happen.
I test texture combinations, size, architecture, etc. with this small room.
Often this room is scrapped once I get an idea from which I start with
Since I am a big fan of QERadiant
(it is the BEST when it comes to edge/vertex manipulation IMO), and create
Q1 maps, I have to convert all my .wad's to .wal's. For preliminary 'play
testing' (running around looking for ideas/inspiration and testing scale)
I use Q2. I build using the one-room-at-a-time 'style' however I often
go back through and tweek just about everyting. Once I feel I am 'done'
with the layout it is time to open BSP and retexture the entire map brush-by-brush
using this time a .wad. It is also in BSP that I add the lights and light
fixtures, weapons, etc. I try to do as little brush manipulation and movement
in BSP because it has a bad case of 'sticky mouse'; where you click on
something, let go and move the pointer only to see that you just dragged
the piss out of that last brush you so carefully put in place... err....
frusterates me just to think about it... :) If there is a big problem where
I need to re-edit an entire room I usually go back into QERadiant and repeat
the entire process....
This is surely not the fastest way
to edit... but thats ok. I haven't any deadlines to be conserned with...
There are some big no-no's I try
to avoid, such as 'carving/subtracting'; which I have found to be a good
way to create leaks. Another is creating un-realistic (in the sence of
nature) occurances; such as skies where, for example, you come out of a
tall room into a short one with a hole in the roof in reality you would
expect to see the outside wall of the room from which you just came but
if you only see the crappy quake sky it appears as if the other room dissapeard...
needless to say I can be a little picky when it comes to things like that...
so i wont bore you any more and shut up... :)
There, I think I have said my part......
post nr. 11
by tron [members.tripod.com/qmm/]
at 02:04 through 184.108.40.206
thought I was going to die for thius
topic, must have been a good one overall.
As for me, I don't erally have a
stlye yet, I do it differentl;y with every map I start.
post nr. 12
by Gom Jabbar [www.st-oneline.de/~leinich/betatest/]NT>
at 02:35 through 220.127.116.11
Cool Topic, it's relly interesting
how other authors build their maps...
Here is how I build...
1. Decide on texture set and make
some mayself if I have to;
2. Fire up QOOLE;
3. Build core room;
4. Start Quake and jump around in
it to get ideas for the other rooms;
5. Continue with the map (creating
lights etc. on the fly);
6. Finally adding spawnpoints, sounds,
OK, that were my two cents...
Could I just copy this stuff...
post nr. 13
by Paul [www.planetquake.com/mpq]
at 10:04 through 18.104.22.168
I was wondering if I could take what
has been written here and post it as an ickle article on MPQ.
post nr. 14
by The Contagious Fat Controller
at 10:53 through 22.214.171.124
All the above seem to apply to me
- depending on what I wanna do.
RCDMs 1, 2, 3 and 4 (and 6) all started
with me dicking about with a set of textures, deciding they looked kewl
and building from there. 5 started with some scribbling in a maths exercise
book and scrap paper...
In other words, "here's some kewl
textures, let's wrap 'em round a map!"
RC0 and RC1 (and RC2) were more idea-oriented;
"here's the plot, let's clothe it." Borsato can probably attest to that!
RC0 and RCDM1/2/3/4 all started build
life with one room/area, either a start, or a core atrium, or (RCDM1 &
2) a corridor. Once that was made, other bits were built off it. Some parts
were just that - parts later used in other areas - while other bits developed
into full-fledged rooms. (some of this applies to RC1 as well; some areas
were thought out, while others like the lift access puzzle were ad-hockery.)
RCDM5 started life as a doodle influenced
by other maps, but was soon junked and redone again. Basically I made a
simple layout, liked it, and developed it s'more. Then Gonzo gave it an
RC2.. I had a plot(ish) and a vision...
now I have to make several areas and bolt them together to complete larger
"task regions". Then I have to bolt those task regions together and call
it a map... this is gonna take some time. Honestly: SP maps are harder
W00p! Ramble alert! I'll shut up
post nr. 15
by tron [members.tripod.com/qmm/]
at 11:03 through 126.96.36.199
I'm not complaining about ppl's contributions,
what I'm complaining about is the fact that somethings gone wrong with
teh unread msg's thingy, and I can't tell which threads have new posts.
And Paul, I don't think anyone would care about you copying some of this
stuff, just put a link to it in her when you've done it. (Thats a dammit
because I was thinking of maybe using this to write that mappers bible,
the I realised that sum1 else doing the work is GOOD!)
Ummmmm paul and tron
post nr. 16
by Renegade [renegade.c4.net]
at 13:38 through 188.8.131.52
If this stuff is going out in the
public I would personally like to Do mine more professionally. I thought
in here we just bounce around ideas.
But if you guys wanna post some
of this stuff i would like to sit down and write a good one with correct
grammar and spelling......thats just me though
why should someone be interested
post nr. 17
by Gonzo [www.planetquake.com/gonzomatic/]
at 15:05 through 184.108.40.206
If someone IS interested like I am
he/she can go here and take a look.. So why making this littel thread professional?
It's juts to "bounce around ideas like" Renegade said...
Hehe everythig seems to make structure
and lighting at first beginning with a core room.. Not the same with me
1) Think about textureset
2) Build the whole structure including
3) Add Items
4) Add playerstarts / sounds / intermissions
and so on
5) Add light
6) Add clipbrushes
Hehe that's my way of building a
post nr. 18
by Jeff [www.planetquake.com/ramshackle]ONT>
at 15:16 through 220.127.116.11
Gonzo is correct....
"If someone IS interested like I
am he/she can go here and take a look.."
Why not just put a heads-up in your
news section Paul, you have Qboard linked. Allow your readers to see the
discussion unadulterated.....as it was meant to be.
post nr. 19
by Deadstar [www.hereticii.com/deadstar]
at 15:33 through 18.104.22.168
The very first thing that I do is
decide a name for the map. That's what's most important isn't it?
Well, I used to make the thing a
piece at a time, but now, I build most of the structure and go back and
place detail and lighting last. The first thing that I do is decide upon
a texture set and open QERadiant and hope for the best regardless of the
game. Item placement is always a consideration while I'm building.
Everytime I draw a map up on paper
it never ends up the same anyway, so I figure that starting with one area
and building upon it is the best way to go.
Also, I'm not afraid to delete areas
anymore.. I think this is the most important part of mapping.. deciding
which areas/flow suck the most and replacing them.
My mapping style
post nr. 20
by SmallPileofGibs [quake2.custard.org/spom]
at 16:15 through 22.214.171.124
i need an inspiration first, cos
theres no point making a map if its not a standalone masterpiece :)
The inspiration comes from architecture
i've seen IRL/ in pictures, or in id maps, or in custom maps I like, or
from a movie or a book or something. I'll spend time just visualizing how
this idea would play in a deathmatch game and how it would fit into the
Generally this forms a basis for
an initial experimenting session, just to see if i can transfer the funky
idea in my head into a "thingy" made from brushes, that doesnt kill the
After creating something like this,
I may save it and start the process again, or if it's a decent enough idea
I might make a map around it in the same texture theme.
Most of my maps were made from a
combination of loads of ideas, in spogdm2 the original idea was completely
different from the final map, it just used the black walls and blue lighting.
Then i combined this with another little idea, which was originally a big
brown curved archway and corridor, and redid the map around it.
SPoGDM1 was just a collection of
about 20-30 ideas, all slapped together in whichever way they would fit.
SPoGCTF1 was based around an incredibly
cool looking CGI span bridge over a gorge, that I saw in a commercial on
Thats a kinda abstract way of looking
at my mapping style. On the technical side, i use QERadiant, and I seek
perfection. If my map isnt perfect, it sucks ;).
The Retinal Way....
post nr. 21
by Retinal [retinal.terrafusion.com]
at 18:31 through 126.96.36.199
The way I map these days has become
extremely time consuming. I usually think of design elements and structural
things long before I go into the editor and have a pretty clear idea of
what I'm looking to accomplish.
I always start off with a larger
central area, which can take me anywhere from a couple days to weeks to
get it to the point where I'm happy with it. While designing this I think
of all my texturing and architectural elements for the map as well as the
style. From there, I just build other areas as I see them, spending as
much time in Quake as in the editor....I never wait for the map to be sealed
to look at it anymore.
My main problem is that I am so picky
with my architecture that I could build something for an hour or two then
look at it, realise that I'm not happy with the way it looks and just scrap
it....this happens over and over again. I never change an area after the
initial build and once I've gotten a map started, I won't scrap it, because
I don't continue with stuff that I think is crap.... :)
jrdm1 - I did it my way.
post nr. 22
by Junior [members.xoom.com/juniorjr/]
at 20:21 through 188.8.131.52
hmm, i always start with the lighting
and all the spotlights
next i think about item placement,
then i build the main room, and all the others after that :P
post nr. 23
by Paul [www.planetquake.com/mpq]
at 01:12 through 184.108.40.206
I was just going to cut and paste
what was said here. Put it up as how the authors go about making their
maps. Say it was a discussion.
Also means a permanent copy will
be kept someone. Eventually this thread will disappear.
Renegade : My updates are full of
spelling mistakes so I wouldn't worry.
post nr. 24
by Renegade [renegade.c4.net]
at 02:18 through 220.127.116.11
No problem guy
I just type way too fast
post nr. 25
at 03:50 through 18.104.22.168
Am I missing soemthing, or have you
just told us that you make all your lighting THEN make the first room?
How the hell do you do the lighting if yu don't have any physical structures
in yet? Oj yeah, as you's might all know by now, i make lots of speeling
errors as well, type too damn fast 8(
Walk this way!
post nr. 26
by Mattias Konradsson [www.fragzone.se/preacher/]
at 07:27 through 22.214.171.124
Ok, the very first thing I do is
to think up a name, let's see... boardwalk, catwalk, sillywalk, hmmm
Nah, the first step is usually deciding
upon a theme for the level. In this process I usually make some rooms,
some corridors etc. I also make sure the theme can be varied enough to
avoid tss(terminal sameness syndrome).
When this step is done I start brainstorming
about the gameplay. The goal for me when making a map is never to make
a map with a certain theme, of a certain size or whatnot. The goal can
be something like "Make a very vertical small 1on1 level with contains
these tricky jumps and maneuvers etc"
So I start working on some key areas
that will give the map character, this can be a corridors with a ramp that
makes for a cool jump, a ledge , rundabout or similar. This is done mainly
to flesh out some ideas, often I opt to redo these areas in the actual
map. Often some of these areas are centered on different items or weapons,
like red armour, a rl or quad (I don't like the quad that much tho)
Next I actually start working on
the map, usually the area I start with is a hub or central location, depends
on what kind of map it is. I usually put in all major architectual components
right away since they interract with the layout so much. Small details
like little spotlights and such can be left behind for now though.
The layout is almost always built
on the concept that the map shouldn't be too linear and that rjumps should
be possible whenever it fits into the layout. Also when making a map you
have to adopt it a great deal to the textures you are using, if you are
using a texture set which isn't all bland you will have distinct "stripes"
in your architecture. Making these flow naturally can be very challenging,
look at aerowalk for example of this.
When the layout starts to emerge
you will eventually start to see how things should be proportioned better,
how it should be restructured to allow a certain jump, how to connect those
two areas better. My advice is simple, at the point when any of these changes
isn't very minor, start over!
This sounds drastic but believe me,
your map will benefit from it. Often there are alot of deadmeat in a map
initially, a corridor that is too long connoecting rooms, dead space in
the ceiling that can be eleminated without affectimg gameplay. Besides,
remaking a map when you know where everything should be doesn't take very
long and often you're able to optimize the brush count a great deal.
Aerowalk for instance started as
an attempt to make basewalk more linear, so it was built with it as foundation,
after a while a new layout started to emerge however so I decided to start
over. I built a new map using this layout, the result was a map that was
pretty cool, but some things didn't work, there were some long linear corridors
that slowed things down, some jumps that was almost possible etc. Luckily
at this point, my hd crashed. So I had to rebuilt it once again. The result
was much much better :)
When the map reached betastage, don't
forget to ask people for feedback, infact the sooner you get feedback the
better. There's always a risk you get to engrossed in your work to notice
some things that really suck. Taking these kind of critiscim can be really
hard but I always try to keep an objective open mind.
So basically my approach to editing
is sketching and redoing until you get it right, it's a bit time consuming
but it works. Sketching on paper are for wussies! Maybe it's because I'm
lousy at sketching but I think it's hard to visualize a complex three dimensional
layout on paper.
post nr. 27
by Skeeve [quake2.custard.org]
at 21:31 through 126.96.36.199
If you did this one you would have
to try and work a monty python theme into your map I guess. :-)
post nr. 28
by Mattias Konradsson [www.fragzone.se/preacher/]
at 22:17 through 188.8.131.52
Yah, there can be a trap consisting
of a large foot coming down and crushing the player too.
Btw, the redo-level thing obviously
is more for small to mediumsized levels, if I'd done templewalk like that
I'd never have finished it :)
post nr. 29
at 01:56 through 184.108.40.206
well i just copy and paste them brushes
around da place :)
post nr. 30
by guf [fugue.terrafusion.com/]
at 08:57 through 220.127.116.11
Excellent topic. It's very cool to
read about everyone's techniques, the processes their minds go through
to bring potential into actuality. If any of you fellows feel a real urge
to write a solid article on your own technique, or simply to discuss building
technique, I would love to post your article on the Creonomicon (http://fugue.terrafusion.com/cron/).
The site tries to focus on, shall we say, the more esoteric aspects of
level design. Check it out, and contribute if you're interested (email
Regarding technique, I'm not a level-guru
or anything, but... my technique centers around building small concept
pieces. I build a small room (or hallway, or space, whatever) with basic
structural specifications and a texture theme. I get a solid feel for the
style I'm shooting for, as well as rudimentary lighting technique, then
the concept maps act as templates for the final build. Then again, my "specialty"
is single-player, so perhaps this method is less applicable for deathmatch
Am I too late???
post nr. 31
by Pingu [www-student.lboro.ac.uk/~coajm]ONT>
at 13:49 through 18.104.22.168
Well it seems that most people build
their levels the same way, ie room by room, doing the detail as they go.
This is nice because it's the way I do it too.
As for lighting, if I have light-textures
in a map then I will always have light coming from them, and if any more
ambient light is needed then it will be added later. Item's and spawn's
always come last, and usually do't take too long as by this time the level
and balance is in my head.
For ideas... well they just come
anywhere and anywhen really. Walking around in a town, I might see something
that'd be cool in a map. Playing other peoples levels is a good source
too, maybe I'll find something I like and copy the concept (it always looks
different). Sitting in boring lectures is a good place for inspiration,
as is the loo (don't ask....).
Keeping a theme is important, and
this is decided on before I even start. Ususally it comes from some cool
texture I've seen, and the architecture just fits in with that. Realism
is important to a degree, but must be sacrificied for playability.
For testing... I usually just rope
my mates into playing it - being a lucky student I can set up a server....
Dunno what I'm gonna do when I leave Uni tho :)
detail first actually.
post nr. 32
by Aardappel [www.ecs.soton.ac.uk/~wvo96r/quake/]>
at 18:47 through 22.214.171.124
It's really strange when you think
of it, but detail comes first really. You start with some nice ways of
putting together the detail bits of the structure you're making, including
texture choices and alignment, only then to build the rest in that same
style. It's also quite difficult though because it requires plenty of foresight,
i.e. on practical matters like r_speeds. Building structure first without
thinking about detail is the most surefire way of creating a boring map
or atleast silly looking detail if you have to plug that in later. The
coolest detail is detail that is part of the structure.
post nr. 33
by paradies [paradies.terrafusion.com]
at 16:00 through 126.96.36.199
Well... my style is kinda unique.
I'm used to press Ctrl-S every two
seconds, because my copy of WorldCraft is used to crash very, very often.
Aside form that I have noticed that
when I plan a map carefully and even draw some small pices of a map on
a paper, I usually end up throwing the map in the dumpster. Freestyle is
the only way for me. Never plan anything.
my mapping technique....
post nr. 34
by odd [www.gibbed.com/1on1]
at 06:43 through 188.8.131.52
i drink lots o' guiness and fuck
around in the editor until something that's not too hard to look at comes
out. then i drink more guiness and finish the fucker...
hmm, good mapping style odd.
post nr. 35
by tron [members.tripod.com/qmm/]
at 11:43 through 184.108.40.206
But just remember not to play around
with the map in quake when you've had lots of Guiness, big guns and alcohol
don't mix, hang on, I'm getting confused with real guns, go ahead odd.
re: my mapping technique....
post nr. 36
by Paul [www.planetquake.com/mpq]
at 15:18 through 220.127.116.11
Looks like you were a little pissed
when you wrote that message...
post nr. 37
by Mr.CleaN [members.tripod.com/~Saxoman/HouseOfCleaN/index.html<
at 05:51 through 18.104.22.168
I guess this is as good of topic
as any to jump into with my first post to the QBoard....
For me a map usually starts with
some sort of concept, typically an overall atmosphere for the map or a
specific feature. (Usually the latter) I will start with this and do some
basic building, fiddling with different texture sets as I go. I do not
normally complete the core section before I decide on a final texure set.
I will also test out lighting in this core area, and get most of the detailing
right. Then it's a full-compile and check it out.
From there, well, I guess I could
say it is less design and more of just letting it evolve. I do one area
at a time, ncluding lights and sound, running a full-compile between each
to test it. I find that I rarely end up going back and completely redoing
One method I have started to use
recently is to hold off placing weapons and powerups until the architecture
is finished, unless I absolutely KNOW I want a certain entity somewhere.
It seems that I get better balance with this method.
Of course, before full-release,
I have the map playtested at a LANparty to receive feedback.
Yet more styles...
post nr. 38
at 06:09 through 22.214.171.124
I'm yet to actually release a map
into the community (usually just maps i make for friends and some fun,
no big issue) but it seems a variety of map makers have had their say so
I might as well have mine (as if anyone cares)....
Usually I begin with the main room
(like most people). I will stuff around in the editor, experimenting with
what looks good, picturing how I would see a good addition to it. Occasionally
I try and visualise parts of my map in my head, looking from the first
person type view into the main room, or off a certain platform. Then I
try and capture what I see, and turn it into a part of the room. I compile
the map, and if I don't like it, I modify it then re-compile. If I still
don't like it, I have a good hard long look at it in Quake and then try
and picture something else in it's place. Then I scrap it and something
else takes its place.
I usually build the map slowly, adding
detail whilst going along. Occasionally I will recieve a brainstorm and
experiment with the part of the map I am currently working on (say adding
a certain textured trimming to a doorway or something) and if I like it,
I go back through the map slowly and re-do it all and compile.
Once all the architechture is complete,
THEN I add the items/weapons/armor and I will continously fiddle around
with the entities until I find a good position for all. Like Mr CleaN,
unless I know I want a certain weapon in a certain spot, I never add entites
to my map until after.
My opinion on lighting? Spotlites
are sexy and 'spice' up your map if used correctly I feel. Varying light
brightnesses that can create contrasting shadows are very cool as well
if used correctly (I am yet to master the art). Oh, I add light to my map
as I am going because nothing aggravates me more than that crappy fullbright
Consistent theme in the map? Well....that
depends. Textures I TRY and keep consistent i.e Usually the same everywhere
but I try to mix it up a bit when I feel it's reaching the unacceptable
tedium level. I use the architecture theme much like Headshot's i.e Try
and have at least one example of every style of architechture that will
be in the map, in the main room. (if you get what I mean).
I am hearing an alarm somewhere saying
*Warning Warning Ramble Alert Warning* and besides, I'd say I've contributed
somewhere around $1 by now, rather than the usual 2 cents.
addition to my method
post nr. 39
by Deadstar [deadstar.terrafusion.com]
at 09:13 through 126.96.36.199
Hmm.. let me add this in addition
to my method described above.
I forgot to say that I end up deleting
all sorts of crap about 20 times.. smash my mouse.. scream at QERadiant
for not interpreting my thoughts better.. swear that "I'll never play this
stupid game again".. and oh.. do the same thing the next day all over again.
Back to the drawing board again!
post nr. 40
by Renegade [renegade.c4.net]
at 22:54 through 188.8.131.52
usually I do like 8 hours straight
creating an awesome level...beautiful lights and perfect textures.. but
of course i never hit save and worldcraft crashes as I right click the
last texture on. Then i cry for twenty minutes close worldcraft which has
now locked my system up. Go online and try to find a better editor , screw
with a new one for four hours. Realize its now 3am and I have to go to
work at six...
The next day I start all over again.
the connections are the thing
post nr. 41
at 05:08 through 184.108.40.206
I see a lot here build the same way
1) decide on a texture feel
2) build a "core" area that lays
3) determine link points and start
laying where they go.
The problem I run into, is knowing
when (and how) to seamlessly integrate. Too much hallway is bad, and not
enough you get burned by r_speeds.
The whole level can die on the connections.
Any style issues with that anyone
want to post?
post nr. 42
by tron [members.tripod.com/qmm/]
at 10:59 through 220.127.116.11
Okay, now i've finished a few maps
(not gonna release them tho, until I make what I think is an almost *perfect*
map, I'm not releasing, I start with a single feature, such as a doorway,
or with my most recent map, a corner.
i just lay brushes....
post nr. 43
by Peej [www.barrysworld.com/peej]
at 17:42 through 18.104.22.168
...if it works, it works, otherwise
it goes in da bin. simple and it works.
post nr. 44
by Renegade [renegade.c4.net]
at 21:20 through 22.214.171.124
I come up with a central area I like...looks
good plays cool. Then ,as I work my surrounding area in ,I play with the
bots. If the bots travel the level well Then the flow is pretty good.
Hallways are not always bad...Large
hallways or passageways can be cool.
also use the rule of thumb...try
to always have three ways in and out of a room or area. Except for maybe
specialty items..Quad , Mega or railgun.
Small hallways with sharp corners
90 degrees will break the r_speeds down. So a hallway does not have to
be long to suffice. Also sometimes Break the rules..let the r_speeds go
a little high maybe to 800 but only in small areas and in small doses...I
guess my point is experiment..I have made many levels and except for maybe
two of them They all play well...even the crappy ones. In my Humble Opinoin
Game play is number one. The eyecandy comes only after the basic level
yellow banana slugs
post nr. 45
by Scampie [members.xoom.com/scampie]
at 04:28 through 126.96.36.199
i usally just lay down a few brushes
add some lights and add some more brushes so there is something that looks
like a room. then i put some weapons. then i usally get bored with the
map making process and leave the map to die. After that a get drunk one
night and just finish the thing. then i ask friends to beta test it and
release it before they tell me their opinions. im really bad at this mapping