Sunday, October 17, 2010

Design layers: from the ground up

The most interesting part of mapmaking has for me always been the early stages of prototyping. It's where you get to start seeing the world that only used to exist inside your head and it's also where you get to make the big rough changes to everything that didn't work, because quite frankly, doing designs only in your head doesn't work for an entire map.

Unfortunately I've yet to find a work flow that I'm quite happy with and I've tried several approaches.

Failiure #1: starting out doing a two-layered design in photoshop did, not unexpectedly result in a map that was extremely flat with only one upper level, much like ctf_2fort but without the underground tunnels.

Failiure #2: making sketches of the art style and theme of the map first and then trying to build good gameplay around it. Starting out with a big valley on one side with a river at the bottom, I managed to make a fairly good first point of a CP map but when I wanted the players to run across bridges to the second point I ran into huge optimization issues. While it's possible to pull off, I would recommend putting the scenic things in the 3D skybox and leave it there.

Failiure #3: jumping straight into Hammer and trying to use big world brushes as a sort of Lego prototype. This seems to be the best of the three, creating a fairly interesting map. Unfortunately it also looked a lot like mix-and-match of selected parts of Dustbowl and Goldrush and was on the whole rather uninspired.

A major benefit of working with large brushes is that you'll virtually never end up with the thin wall problem where you want to make one area bigger or place a big prop where you can't because there is another area on the other side of the wall.

After so many failiures it would be a shame if I didn't learn anything. My latest version of prototyping works is taking a more basic approach, trying to start out with gameplay and the reason of why an area looks in one way instead of another.
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Tuesday, October 12, 2010

Artpass contest finished

So Valve's art pass contest is over (though not yet decided) and I've taken some time off because I didn't want to look at my entry for a while but here it is as I turned it in. Unfortunately I seem to have turned it in with a few glaring (to me) errors but it's nothing that can't be fixed. The embedded youtube link below is me flying through the map, exactly as it was turned in on the day before the contest ended. For pictures in higher resolution than 720p, click the screenshots after the jump or visit my Dropbox gallery here.



As a reference, the original fly-through of the euneditedmap can be found here.

Warning: massive amounts of pictures after the jump.

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