bob_arctor 0 Posted July 10, 2006 Report Share Posted July 10, 2006 Screenshots of my first map. Custom sky I downloaded off the net, not great. I'd prefer to have TDM official resources one of course. Other textures all hand made. I know the most used brick ones needs some tweaking. However I don't have much incentive to make a perfect neat brick texture when TDM must have better ones already. It's a placeholder really. The other brick textures (the black one, and the variegated one) are better. Problem: the light bitmap shows through walls. Mind you they always do don't they? In many games this happens. E.g. GTA3. It started off as a warehouse affair, but I've attached a chapel onto the side. It could be a Builder chapel with a bit for the staff off the side. It has classic Thief II style toilets, a room with a cardboard box, and an upstairs officey space, with a cubicle. It is a kind of off-duty space also. Crude wine rack. Broken wine bottle on the floor. Struggle to do much with only the Doom 3 models, being lacking in Thiefiness. I'd like to be a beta mapper so I could get my hands on the resources. Of course I'd also throw in any interesting textures I've made, into the project. The ones you won't have anything like as they are made from real life photos. Dunno how realistic that is. Comments welcome, I'll make a second improved map if this one is too rubbish. If you don't have firefox I don't recommend you open these links. Apparently you people with IE get popups. Quote Link to post Share on other sites
bob_arctor 0 Posted July 10, 2006 Author Report Share Posted July 10, 2006 Quote Link to post Share on other sites
Redface 0 Posted July 10, 2006 Report Share Posted July 10, 2006 Well, those screenshots only show that you can use the Radiant editor. I don't think that's enough to become a beta mapper. Or is it ? Quote Link to post Share on other sites
bob_arctor 0 Posted July 10, 2006 Author Report Share Posted July 10, 2006 I don't know. That's what mapping is isn't it? Mapping in the style of Thief. I made all the textures though. From photos. And yes the commonly used brick one is a bit off. Quote Link to post Share on other sites
satan 0 Posted July 10, 2006 Report Share Posted July 10, 2006 IMO you need to improve a bit in terms of texturing and detailing ..... I hope you dont mind. Quote Recall to Hell Dreams are built with bricks of thorns. Never dream you'll build your future without shedding a single drop of blood. ~ Satan. Link to post Share on other sites
Gildoran 0 Posted July 11, 2006 Report Share Posted July 11, 2006 Why don't you try making some practice maps with a Doom 3 theme? That way you have access to high-quality assets, and can study the single-player D3 maps to get a feel for some good techniques for making maps. Quote Link to post Share on other sites
bob_arctor 0 Posted July 12, 2006 Author Report Share Posted July 12, 2006 Thing is I hate Doom 3 and don't think the levels are very good. I know Thief. Or SWAT4. System Shock 2. I understand more about realistic buildings which are not just linear coridors. I'm thinking about making a little section of street, with maybe some enterable houses, and the façade of a big enterable church at the end. Quote Link to post Share on other sites
Dram 123 Posted July 12, 2006 Report Share Posted July 12, 2006 Well you might find it easier to first do a quick sketch of what you want it to look like, just for ideas, and perhaps a quick floorplan or something. Quote Link to post Share on other sites
New Horizon 534 Posted July 12, 2006 Report Share Posted July 12, 2006 Thing is I hate Doom 3 and don't think the levels are very good. I know Thief. Or SWAT4. System Shock 2. I understand more about realistic buildings which are not just linear coridors. I'm thinking about making a little section of street, with maybe some enterable houses, and the façade of a big enterable church at the end. All the same, definately open up the doom 3 levels. You'll get a great peek at how they optimized their levels. Quote Link to post Share on other sites
Gildoran 0 Posted July 12, 2006 Report Share Posted July 12, 2006 The reason I suggested making a Doom 3 level isn't to make a full-blown D3 level. The reason is to get practice and a feel for how to put together rooms that look nice: How to stack textures, use patch meshes, make effective use of trim to produce realistic transitions between drastically different textures, where and when to use props, and most importantly, as NH said, optimization. You don't need to make a full-blown level. Just try to make a room look as nice as possible without low framerates. And if you do want to make a full-blown level, there's nothing about vanilla D3 that says you have to make linear corridors, or even an action-based level; you could make something full of myst-style puzzles, or a place where you have to sneak past the watchful gaze of security cameras, etc, etc. Quote Link to post Share on other sites
Ombrenuit 1 Posted July 15, 2006 Report Share Posted July 15, 2006 I think what everyone is trying to say it that you need to get some beautification under your belt. You have to make a level that looks gorgeous, demonstrates that you would be an effective mapper, shows off some design, but most of all, looks nice. It doesn't matter what type of level, Doom 3 or otherwise. Don't be too ambitious and bite off more than you can chew. Focus on making things pretty for the moment, and after that, then level design is an issue. No one likes ugly levels, no matter how well designed. Quote Link to post Share on other sites
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