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#15
Posted 18 June 2011 - 08:24 PM
Actually almost everything you need to know for mapping is already out there on the internet somewhere. Nevertheless, I believe it would be really helpful for beginners to take the basic topics that are already covered in some tutorials somewhere and rewrite them specifically for urt. That way a new mapper doesn't have to spend dozens of hours searching for tuts but he has everything he needs to know to create a great map for urt in one spot. (Nice dream huh? )
Well, anyway, idk if you have enough time for that. You've probably got more important things to do.
Having said that, there's one request for a topic I'd love to have covered: A complete work flow for creating a map from scratch on your own. There are a lot of questions that could be covered. Which step is the first one? In what order do you work on layout, models, textures, lighting, etc and how much time do you spend on each of these? Do you first roughly work on one area and come back later on to improve it? Or do you finish one area completely before going to the next? How much time does it roughly take to make a map? At what point do you release the first beta? What is the most important thing to focus on when trying to make a map that will be played a lot? How much detail should you add at least, and how much detail is too much? What detail do you add as geometry and what detail should be by texture? What's the most appropriate size for an urt map? How do you make a unique map? How to make a map look consistent and still interesting and not too uniform? I think this list can be expanded...
Another thing that would be cool to read is an explanation about all the stuff that goes on in the compiler that you never see. So more of a theoretical discourse. What are leafs and portals? What should you know about them? How are t-junctions fixed and why do they need to be fixed? What gets baked into the bsp file and why?
The more I write the more comes to my mind... How about a tut about texturing? How to create good textures? What are diffuse maps, specular maps, bump maps, height maps, parallax maps? How are all of these related to each other? And related to textures are shaders. How do multiple textures get stacked on top of each other in a shader? How do all the blend functions work? And related to that also: How do vertex lighting and pixel lighting work?
That's a lot of questions but as I mentioned above most of the answers can be found somewhere, still it would be a huge help to have them all in one place.
Actually most of the questions are about the basic understanding of things and not that much about the how-to.
Anyway, I'm talking too much... that's it for now...
Well, anyway, idk if you have enough time for that. You've probably got more important things to do.
Having said that, there's one request for a topic I'd love to have covered: A complete work flow for creating a map from scratch on your own. There are a lot of questions that could be covered. Which step is the first one? In what order do you work on layout, models, textures, lighting, etc and how much time do you spend on each of these? Do you first roughly work on one area and come back later on to improve it? Or do you finish one area completely before going to the next? How much time does it roughly take to make a map? At what point do you release the first beta? What is the most important thing to focus on when trying to make a map that will be played a lot? How much detail should you add at least, and how much detail is too much? What detail do you add as geometry and what detail should be by texture? What's the most appropriate size for an urt map? How do you make a unique map? How to make a map look consistent and still interesting and not too uniform? I think this list can be expanded...
Another thing that would be cool to read is an explanation about all the stuff that goes on in the compiler that you never see. So more of a theoretical discourse. What are leafs and portals? What should you know about them? How are t-junctions fixed and why do they need to be fixed? What gets baked into the bsp file and why?
The more I write the more comes to my mind... How about a tut about texturing? How to create good textures? What are diffuse maps, specular maps, bump maps, height maps, parallax maps? How are all of these related to each other? And related to textures are shaders. How do multiple textures get stacked on top of each other in a shader? How do all the blend functions work? And related to that also: How do vertex lighting and pixel lighting work?
That's a lot of questions but as I mentioned above most of the answers can be found somewhere, still it would be a huge help to have them all in one place.
Actually most of the questions are about the basic understanding of things and not that much about the how-to.
Anyway, I'm talking too much... that's it for now...
Have a happy day! :)
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#17
Posted 18 June 2011 - 11:19 PM
Seems pretty good actually, although I dont have time to go read through it it seems a lot of points covered.
I request more videos of model stuff with the talking over, I actually quite enjoyed watching them
I request more videos of model stuff with the talking over, I actually quite enjoyed watching them
Come and play: Miku_Fanboy Classic Icyjumps @ 109.123.108.105:27960
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