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InsideQC Forums • View topic - Planning...?

Planning...?

Discuss the construction of maps and the tools to create maps for 3D games.

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Planning...?

Postby ajay » Wed Oct 22, 2008 4:38 pm

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Postby CocoT » Wed Oct 22, 2008 5:15 pm

- New location: Update your bookmarks!
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Postby ceriux » Wed Oct 22, 2008 9:23 pm

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Postby frag.machine » Wed Oct 22, 2008 11:38 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby CocoT » Thu Oct 23, 2008 12:07 am

- New location: Update your bookmarks!
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Postby ceriux » Thu Oct 23, 2008 1:01 am

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Postby Wazat » Thu Oct 23, 2008 7:15 am

I think it's a person-dependent thing too. I'm a coder, but on the occasions that I want to map something out I always go in with a few vague pictures in my head but not really knowing how they'll link up. Then I hop into the editor and start playing with the idea, moving things around, putting stuff together and checking how that looks, feels, plays.

This is actually sort of like how I mod, though when I make a mod or a weapon I've usually written down the idea and fleshed it out a bit first (mostly because I want to get the idea written down before I forget stuff). :) However, since I almost never end up with exactly what I set out to make, I often deviate heavily or throw ideas away if they don't work in practice, and the best ideas often come in the process of implementing the original idea, I don't like to plan too much ahead.

For example, with weapons I almost never write down exact damage amounts. Instead I'll say "Blaster: moderate fire rate, fires bursts of glowey energy, each shot deals low-moderate damage. Cheap to buy, good early weapon". No exact details or anything (22 damage per shot, 0.6 fire rate, etc), just the general idea to remind me of what what in my head at the time, and some thoughts on how it fits into the weapon hierarchy etc. Diving right in with a vague or partially fleshed-out idea often works best for me, imo. Often playing with the idea and testing it out as I go will produce much more realistic plans and details than what I can come up with on paper in advance.

Same with mapping. I have an idea of what some of the rooms will look like and how the map might play, and then I want to hop into the software and start pick'n at it until I have a map. :)
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Entar » Thu Oct 23, 2008 4:14 pm

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Postby leileilol » Fri Oct 24, 2008 5:03 am

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Postby Willem » Fri Oct 24, 2008 11:44 am

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Postby goldenboy » Sun Oct 26, 2008 6:21 pm

My earliest attempts were roughly sketched out, then drifted into free-form. Most of them resemble Doom maps.

I did one map where I drew a pretty precise (and even symmetrical) plan on paper (the map scheduled for qexpo, which wasn't released). The result was that the map is very two-dimensional, like a Doom map. There is variation in the floor height etc, but no room over room (apart from girders). That particular map isn't bad, the fighting is fun, but the base layout is fucked.

sm141_gb was done free-form, but I had a very similar plan tbh - just not on paper, but in my head. Again, very two-dimensional map, roughly symmetrical, partly because I was going so fast.

Then I started to remake some Q2 levels, which were thoroughly two-tiered with some parts having a third tier. This was rather enlightening.

A later map that uses the WIP Remake mod was done free-form, similar to what Willem described. From the get-go, this map had two levels, one of which is mostly in the form of a walkway that twists through the entire map, accessed by a lift, with sniping monsters on it. For every area that I built, I had to find a new way to connect the second stage. Sometimes it's a ledge or platform, sometimes a bridge across slime.

That map is a lot better than the pre-planned ones.

So in my case, pre-planning (sketching) seems to result in more 2D maps. Sketching a multi-tiered map would be pretty elaborate, I assume.
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Postby jim » Mon Dec 22, 2008 2:02 am

zbang!
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Postby SamUK » Mon Dec 22, 2008 2:27 am

Working on Solitude
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Postby Electro » Mon Dec 22, 2008 4:46 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby jim » Mon Dec 22, 2008 11:08 am

zbang!
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