Author Topic: Map Design: Let's Up The Ante  (Read 24124 times)

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Map Design: Let's Up The Ante
« on: September 30, 2009, 03:49:49 am »
=Let's Up The Ante=
Cameron 'Knowitall66' Gardner

The Tremulous Community has an immense number of Level Designers aka 'Mappers', each with their own style and level of skill.
I hope this article will inspire those of a developing skill level to improve their ability.

Some of you may think that to reach a level similar to that of TRaK, Your_Face, Brain or Supertanker is impossible.
But what you don't realize is that they all started at the bottom and made their way to the top.
Look at some of Your_Face's earlier maps 'Power Grangers' and 'Space Mining Facility', they are interesting
maps however not exactly top-notch. If you look at any of the aforementioned 'Mappers' levels in
chronological order you can clearly see the improvement and refinement of their works.
A good example of this can be seen on;

[Your_Face's Site: http://cocoapet.googlepages.com/mapscreenshots ]

If you're still in doubt, then take a look at my early attempts at mapping then compare them to my more recent endeavors.
 

Not pretty, Eh?
Now something more recent;
 


Soooo, What's the problem?
Well there are seemingly endless amounts of atrocious maps out there and it would seem that their quantity just increases exponentially. In my aimless surfing of the web I unearthed an image which pretty much sums it up;



Blocky; These second rate maps tend to have been created on the grid setting 4 (8 game units minimum size), this does not allow for finer details. Further more the maps don't include anything at angles other then 90 degrees.
Lack of Detail; Railing, Pipes, Crates, Lighting Fixtures, Columns, Supports, Cables, Barrels etc
There are thousands of 'details' that could be placed around the map but the designer chose not to include ANY.
Dull Lighting; Few people utilize coloured lighting nor do they include things such as spotlights (Light linked to target_position) and low level lights for dramatic effect. Ambient light should be avoided unless only used with an extremely low intensity.
Bad Texture Choices + Misaligned Textures; Most people are fed up with seeing the texture set used for ATCS,
there is an incredible variety of texture sets out there and if you are unable to find one that suits you then you could make your own.
Misaligned textures just looks unprofessional, it is so quick and easy to fix.

Here is some brief points (Some are repeats of the above);
Layout
•   Complex enough to offer varying gameplay, but not so complex that egg hunts become a prominent tactic adopted.
•   Clear enough that the player always knows where they are and how to get to other areas.
•   Multiple decent locations for teams to establish bases.

Lighting
•   A fixture for every light source, no 'magical invisible light sources'.
•   Intensity proportional to the size and type of fixture
•   No over saturated colours
•   Not too much contrast in one area
•   No areas that are too bright or dark
•   Have lighting best viewable with a gamma setting between 1.0 and 1.2 (As it is a common player choice)

Texturing
•   Minimal or no use of ATCS textures
•   Try to stick with one texture set, as they have a theme and mixing too many differently themed textures will look unrealistic
•   Make your own
•   Experiment with shaders
•   [Shaders] Don't make animated shaders change frame to fast (Seizure inducing effects are bad)

Detailing
•   Start early
•   Make up some templates/'props' which you can place around your map
•   Don't over use .md3 models (They have a big impact on pk3 size)

Gameplay
•   Regularly playtest to ensure it is reasonably balanced (It'd be good to avoid another 'Window Room')
•   Experiment a little, spice it up with features such as; Traps, Lava, Pits, 'Stage Doors', Alternating Layout.
 E.g. 'Pulse's lockable doors, 'Wrecktify's 'Tyrant Barrier', 'M.E.E.P.'s Teleporters
You can also go a bit more extreme like;
E.g. ‘Hard Landing’ (‘Blackout’ doesn't count as it requires a mod :P)


"Now go and create pretty maps that might even play well too!" – LavaCroft

Now if you still need help then start by searching the forums.
Also this thread has an abundant amount of useful links;

[Useful Mapping Links: http://tremulous.net/forum/index.php?topic=7497.0 ]

Also feel free to ask question in the ‘Mapping Help Center’, and on the Tremulous IRC channel.

Well I hope this will encourage someone, If just one more ‘Ingar’ or ‘TRaK’ (Or Face or Gareth or Taiyo or Brain or...) comes along then this article will have most definitely been worth writing.
« Last Edit: December 10, 2010, 04:40:33 pm by Ingar »

nubcake

  • Posts: 529
  • Turrets: +49/-85
Re: =Let's Up The Anti=
« Reply #1 on: September 30, 2009, 03:55:02 am »
THANKS

Demolution

  • Posts: 1198
  • Turrets: +157/-64
Re: =Let's Up The Ante=
« Reply #2 on: September 30, 2009, 06:10:22 am »
•   No areas that are to bright or dark
Minor spelling error.

Sticky please. :)

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.

{7}wrath

  • Posts: 232
  • Turrets: +25/-26
Re: =Let's Up The Ante=
« Reply #3 on: September 30, 2009, 07:59:21 am »
Please don't make epic maps with 1000 story buildings or giant glowing plasma cores or alien spaceships invading cities. If your map is going to be popular, it's going to be played a lot, so try and make it more subtle.

nubcake

  • Posts: 529
  • Turrets: +49/-85
Re: =Let's Up The Ante=
« Reply #4 on: September 30, 2009, 09:49:06 am »
Please don't make epic maps with 1000 story buildings or giant glowing plasma cores or alien spaceships invading cities. If your map is going to be popular, it's going to be played a lot, so try and make it more subtle.

plz be more subtle about bagging my maps out plz k thx bye

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: =Let's Up The Ante=
« Reply #5 on: September 30, 2009, 11:52:07 am »
I ask for sticky nao! (EDIT, oh it is stickied :S... i knew that)

Great advice.

However, i disagree with one of your points.

Quote
Try to stick with one texture set, as they have a theme and mixing too many differently themed textures will look unrealistic

I use textures from many different maps, and i still think it looks constant. As long as you have a good eye, and know how to put texturers togethe i see no reason why you shouldnt use different texture sets.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: =Let's Up The Ante=
« Reply #6 on: September 30, 2009, 12:21:13 pm »
Quote
Try to stick with one texture set, as they have a theme and mixing too many differently themed textures will look unrealistic

I use textures from many different maps, and i still think it looks constant. As long as you have a good eye, and know how to put textures together I see no reason why you shouldn't use different texture sets.
That's a given. He's talking to mappers that don't, though.

&@Knowitall: Great article, BUT you could do with a grammar check at the beginning.. "Some of you may think that to reach a level similar to that of TRaK, Your_Face, Brain or Supertanker..." you must do blahblahlblah.
U R A Q T

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: =Let's Up The Ante=
« Reply #7 on: September 30, 2009, 04:12:31 pm »
Nice but what about the lack of custom maps actually being played? A good map is pointless if there is no one to play it.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: =Let's Up The Ante=
« Reply #8 on: September 30, 2009, 04:44:11 pm »
Nice but what about the lack of custom maps actually being played? A good map is pointless if there is no one to play it.

Pfft, you can fill up RDS with it. :D
spam spam spam, waste waste waste!

duck-o-destruction

  • Posts: 176
  • Turrets: +12/-55
Re: =Let's Up The Ante=
« Reply #9 on: September 30, 2009, 07:38:10 pm »
Nice topic K666.  The real question is whether the mapper has a brain or not.  Some people (Like Me) havent actually publicly released a map yet, even though I've been mapping for 4 Months or so. Others release a box map every 4 days... I can also say that Spork didnt release Instinct until 3 months after he had started it.  One more note: Using ATCS textures is fine, as long as your utilization is good.   I don't know who's seen Taiyo's map, Gasfired. It uses an ATCS texture for the base on which the boilers stand.  It works great in that case because of the low level of light.
:grenade:

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: =Let's Up The Ante=
« Reply #10 on: September 30, 2009, 11:22:05 pm »
Good job making this topic!

I have to disagree with making maps for 1.0 - 1.2 gamma, as it looks different on every monitor. Instead make your maps look as bright as default maps on whatever gamma you use, so it is as bright as default maps.

A few more important things:
Do NOT release anything (except maybe to testers) before your map is at least somewhat decent. There are hundreds of undetailed maps already.
Read tutorials! 32 units = 1 meter, Player sizes are in this guide.

Typos
"Some of you may think that to reach a level similar to that of TRaK, Your_Face, Brain or Supertanker." umm... finish sentence?
"Hear is some brief points" typo, "Here are" not "Hear is".
"They have a big impact pk3 size" should be "They have a big impact on pk3 size"
Also you are using ; instead of : in several places.
« Last Edit: September 30, 2009, 11:51:58 pm by UniqPhoeniX »

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: =Let's Up The Ante=
« Reply #11 on: October 01, 2009, 12:00:08 am »
@Plague; Fixed that thanks, I know it could have used a few more revisions I just wanted to get it out there.

@Creature; They don't get played because people don't know about them.

@Duck; Good to hear that you are putting some real effort it, but may I suggest that you share some screenshots in 'Random Dev Shots'  thread as the C&C would would be extremely beneficial. I spent several months on an early version of ROOMY thinking I had made something special, however when I released it I found that I was wrong. Taking the C&C, I did more work on it and now look at it :D;
http://tremulous.net/forum/index.php?topic=9945.0
As for ATCS textures, I just don't like maps using solely that set.
Also K666? Am I evil or something?

@Uniq; Yeah, the lighting things is a problem. But most people do tend to use 1.1/1.2 .
Fixed those, except the ;/: (In all seriousness I never use those properly :P )
« Last Edit: October 01, 2009, 12:06:20 am by Knowitall66 »

duck-o-destruction

  • Posts: 176
  • Turrets: +12/-55
Re: =Let's Up The Ante=
« Reply #12 on: October 01, 2009, 12:51:40 am »
I dont feel to comfortable with that at the moment, as they'll probably get flamed.  Im nowhere near as skilled as anybody else posting in this topc :>

EDIT:  Posted some bad screenies :<  I need to match up my tremded and game.qvm :P
« Last Edit: October 01, 2009, 01:10:23 am by duck-o-destruction »
:grenade:

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: =Let's Up The Ante=
« Reply #13 on: October 01, 2009, 01:56:36 am »
Lighting things is not a problem, and it doesn't matter what gamma you personally use, just your maps should have the same brightness as default maps.

your face

  • Community Moderators
  • *
  • Posts: 3843
  • Turrets: +116/-420
Re: =Let's Up The Ante=
« Reply #14 on: October 01, 2009, 06:14:08 am »
e.g. tremor. (in my case) ;D
spam spam spam, waste waste waste!

n.o.s.brain

  • Posts: 339
  • Turrets: +1337/-24
    • youtube page
Re: =Let's Up The Ante=
« Reply #15 on: October 06, 2009, 09:56:26 pm »
using gamma of 1.2 is a crime, considering that tremulous 1.2 isn't out yet. You can only set gamma to 1.1 for now.

Awesome article by the way, and thats not just because you mentioned me ;)