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? Your approach to building maps ?

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  • ? Your approach to building maps ?

    I just started getting into BF2 mapping. I have some experience with DC maps but that was just changing vehicles, soldier skins, etc. Nothing from complete scratch.

    I've started on my first one and I think I have a great concept. I'm making it for my clan and don't have real intentions to release it to everyone...

    The more I work on it (2 days) the more I feel that there is probably a better thought process to making a map then what I'm utilizing today.

    When YOU create a map, what are your initial points of work and where do you go from there? :

    For instance-
    Concept created
    Create capture points
    Create terrain (hills and valleys) around capture points
    Paint terrain around capture point
    Add buildings and other static objects
    Create environment details like trees, brush, water, etc
    Create spawn points
    Fill in the terrain gaps between the CP.


    My challenge is making things look full yet random. Perhaps I speak too soon since it's only been 2 days worth of work. But you seasoned people may have this down to a fine art by now. Share...?

  • #2
    Re: ? Your approach to building maps ?

    Heres how I do it

    The idea
    Create the landmass for the idea
    Waterlevel
    Paint it in one texture
    Create roads
    Create a temporary spawn so i can look inside outside of editor (this usually triggers more ideas)
    Populate the place with buildings i need for the idea to work out.
    Paint more terrain tectures.
    Trees and undergrowth.
    Control points and spawns
    Sky, water look
    Lightmaps and ground hemi
    Testing
    Combat area
    Minimaps, loadscreen and map description
    More testing
    Packing
    Distribution to betatesters.
    Fixing bugs, finalising

    I think that covers about how i work with a map. Hope i didnt forget something here.

    Comment


    • #3
      Re: ? Your approach to building maps ?

      heres what i do
      get an idea
      creat the level( hills, lakes, rivers, etc.)
      base texture
      add points
      roads if the level calls for them
      more textures
      add buildings, and veg.
      final textures
      sky
      lighmaps combate area
      mini map
      test
      then hold on to it till the mod team needs it.

      Comment


      • #4
        Re: ? Your approach to building maps ?

        Originally posted by Pirelli
        Heres how I do it

        The idea
        Create the landmass for the idea
        Waterlevel
        Paint it in one texture
        Create roads
        Create a temporary spawn so i can look inside outside of editor (this usually triggers more ideas)
        Populate the place with buildings i need for the idea to work out.
        Paint more terrain tectures.
        Trees and undergrowth.
        Control points and spawns
        Sky, water look
        Lightmaps and ground hemi
        Testing
        Combat area
        Minimaps, loadscreen and map description
        More testing
        Packing
        Distribution to betatesters.
        Fixing bugs, finalising

        I think that covers about how i work with a map. Hope i didnt forget something here.
        Perfect!

        Thanks!

        Comment


        • #5
          Re: ? Your approach to building maps ?

          heres what i do sound funniy at first but good or getting thoughts together


          get the idea
          look on googleearth to see what the area looks like aroihdn the spot
          make a buble pic of the map on paper
          good copey on paper
          start working on the treain around the spwon points
          textuer the spwnpoints
          test ingae for more ideasand how roads will link up
          begin treain betreen the spwons
          textuer
          test ingame make sure roads stil have a good base to run on.
          builds the roads
          test the roads make sure thery aint bumpy and all that
          fix all road related bugs
          put in the 2nd and 3 and so on textuers
          place buldings and other object
          test inagme
          fix the texters so they aint crappy or ceckerborded
          maked the combat area
          test ingame
          fix bugs
          makes minimap, loadingscreens so on.
          pakage map
          send to betatester to test
          fix bugs that have been reported
          2nd beta test.
          release map to public


          start thinking of map 2 lol

          repeat prosess lol.

          Comment


          • #6
            Re: ? Your approach to building maps ?

            Originally posted by Pirelli
            Heres how I do it

            The idea
            Create the landmass for the idea
            Waterlevel
            Paint it in one texture
            Create roads
            Create a temporary spawn so i can look inside outside of editor (this usually triggers more ideas)
            Populate the place with buildings i need for the idea to work out.
            Paint more terrain tectures.
            Trees and undergrowth.
            Control points and spawns
            Sky, water look
            Lightmaps and ground hemi
            Testing
            Combat area
            Minimaps, loadscreen and map description
            More testing
            Packing
            Distribution to betatesters.
            Fixing bugs, finalising

            I think that covers about how i work with a map. Hope i didnt forget something here.
            Wouldnt creating the landmass be alot harder to do without a base texture? With no texture the ground is a bright white and it's hard to see what your doing. This is why the first thing I do when I start a level in the editor (after planning) is to put down a single texture on the entire map (one which matches the theme of the map - grass, sand etc.) so it's easier to see what i'm doing when shaping the land.

            My methods are very similar to yours, just with alot more testing (once i've done something in the editor I tend to check to see if it looks right in game) and also control points and spawns also include Layers. Also doing final lightmaps and testing before packaging
            Oh, and I almost forgot, I do my light settings and water just after i've finished shaping the land - mainly so whem im testing it has the right feeling and feels easier to work from, I have a better feeling of where everything should go.

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