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Is this an okay way to start?


Something Hank

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So I'm getting into mapping, and naturally I gravitated right towards a couple Youtube people. I firstly watched the tutorials from Nico Autia cause those were the first I found, and those ended up teaching me some of the more basic useful controls in advance. But I encountered a problem, and went to look for other tutorials to check their approach, and I was gradually lead to Springheel's much more indepth workshop series.

Springheel starting with modules and prefabs for his rooms has definitely been useful for teaching me how to USE those features - I have a tester map I've been using his stuff in - but for actual map-making, I don't rather like the prefab and modules approach to start with.

On my actual first map I'm trying to work with, I've been using the idea of VERY roughly outlining the level layout with sloppy brushwork, to get a feel for where everything should go and how the place should flow. Ideally, I've set myself up with very primitive versions of what the level should look like, when I begin decorating it and making it LOOK nice and functional later.

But really, I'm a new guy. So I just want to actually ask since I'm going kind of against the primo tutorial: Is this a good way to be mapping?

Pictures in link.

https://imgur.com/a/9DC5u8H

 

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2 hours ago, Something Hank said:

On my actual first map I'm trying to work with, I've been using the idea of VERY roughly outlining the level layout with sloppy brushwork, to get a feel for where everything should go and how the place should flow. Ideally, I've set myself up with very primitive versions of what the level should look like, when I begin decorating it and making it LOOK nice and functional later.

 

Can't speak for the others, but I start all new areas (and often whole maps) exactly how you describe: brush it out, add portals, add lights and add tentative ai with level comprising routes in order to see whether 

a. there are problems with AI navigation in general and
b. if it is possible to sneak around AI in critical areas.

If you want to create your own modules from brushes, then you should check Sotha's tutorial.

 

 

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This is more or less my approach too, but I also roughly decide beforehand what textures I'm going to use. For me it becomes difficult to do it later on.

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My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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Here is an index of video's: https://wiki.thedarkmod.com/index.php?title=DarkRadiant_Video_Tutorials , in case you need more.

5 hours ago, Something Hank said:

On my actual first map I'm trying to work with, I've been using the idea of VERY roughly outlining the level layout with sloppy brushwork, to get a feel for where everything should go and how the place should flow. Ideally, I've set myself up with very primitive versions of what the level should look like, when I begin decorating it and making it LOOK nice and functional later.

I had this idea as well. I have not made anything yet. Nice to see others agree with it as well.

I thought some aspects of this mapping guide of Unvanquished are interesting:

Quote

Don't use a linear approach to making your map

Many people become frustrated when trying to create a map from one end to the other. This puts a focus on small detail (micro) rather than the map itself as a whole (macro).

These two map making approaches are highly recommended:

  1. Planned: Create the layout of your whole map in rough shapes and test it. Then slowly add more detail all over, layer by layer.
  2. Modular: Create and detail detached, individual rooms or modules. Choose the best and discard others. Then link and duplicate them all together into a map.

Mapmaking_approaches.png

Source:  https://wiki.unvanquished.net/wiki/Tutorials/Mapping_guide

Edited by datiswous
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Oh, and welcome to the forum! I look forward to seeing your finished mission.

My missions:           Stand-alone                                                      Duncan Lynch series                              

                                      Down and Out on Newford Road              the Factory Heist

                                                                                                  A House Call

                                                                                                  The House of deLisle                                                                                                  

                              

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13 hours ago, thebigh said:

This is more or less my approach too, but I also roughly decide beforehand what textures I'm going to use. For me it becomes difficult to do it later on.

Have you looked into the "Replace textures" function? I made good experiences with it recently.

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What you described is standard practice in the industry. You're supposed to start with rough brushwork first, laying out the entire level in a rough block form, see if it works, change what you need to, and then you take progressive passes developing and later detailing each area with modular set piece meshes or more detailed brushwork absent that.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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