lfnetwork.com mark read register faq members calendar

Thread: "build order"
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 05-17-2003, 08:41 AM   #1
Altus_Thrawn
 
Altus_Thrawn's Avatar
 
Join Date: Jan 2002
Posts: 1,126
"build order"

In what stages do you build your map?

Like structure, playability, detail...

do you start making everything caulk?


When all is said and done, more is said than done.

Thanks to ZeeMan for the sig!
Altus_Thrawn is offline   you may: quote & reply,
Old 05-17-2003, 03:51 PM   #2
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
I typically make a map on paper with all the information I need to construct the map structure. Then I build all the structural brushes with caulk and cover the surfaces that will be textures with some "basic" texture. Then I go through and add details, and finally I decided where weapons and powerups will go.


wedge2211 is offline   you may: quote & reply,
Old 05-18-2003, 01:01 AM   #3
clu
 
clu's Avatar
 
Join Date: Oct 2002
Posts: 279
Not a real veteran with mapping yet, but I guess (for SP maps) playability/storyline goes first, then that dictates the architecture (as wedge mentioned, on paper...even a rough sketch helps a great deal).

When building in radiant I'll also sometimes use a temporary texture as a placeholder then go back later and refine it in photoshop. Scripting for me comes last but that's tied in with the storyline and hopefully thought out a bit in advance.

-clu

clu is offline   you may: quote & reply,
Old 05-18-2003, 06:59 AM   #4
lassev
cryptoscripter
 
lassev's Avatar
 
Join Date: Jun 2002
Location: Finland
Posts: 1,087
I drew everything on paper. The levels ended up having ~20% identity to the paper sketches... Still, it was useful. For puzzles you generally need to plan several rooms in advance, if not the whole level, and my campaign contains some puzzles.

Anyway, I first build one room roughly with caulk, then add some details with caulk and then texture them straight away to almost the final form. Generally I had the custom textures already available when I needed them in the first place. Then I add funcs and other entities. I add curves always in the end. I seem to map one room almost totally, before I move to the next.
lassev is offline   you may: quote & reply,
Old 05-18-2003, 03:29 PM   #5
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Quote:
Originally posted by lassev
The levels ended up having ~20% identity to the paper sketches... Still, it was useful.
I find that really interesting...For each of my levels thus far (including TE), the finished map has been 95-100% accurate to my graph-paper plans. I kinda wish I had saved some of those designs for posterity, come to think of it...


wedge2211 is offline   you may: quote & reply,
Old 05-19-2003, 03:40 AM   #6
lassev
cryptoscripter
 
lassev's Avatar
 
Join Date: Jun 2002
Location: Finland
Posts: 1,087
Actually it's very easy to explain. My paper plans had only very small rooms. Later I realised slightly bigger halls would suit my campaign better. And my paper plans were also a bit too vast. Had to cut the total size down a bit...
lassev is offline   you may: quote & reply,
Old 05-19-2003, 10:17 AM   #7
Kengo
 
Kengo's Avatar
 
Join Date: May 2002
Location: Radio Free Europe
Posts: 1,145
I start with the story, write that up. Then I create a basic outline on paper, no details just room by room flow and size really. Then I map the architecture in caulk, add detail, then the texturing, maybe some more detail. Then finally (nearly there on Occupation2) I get to the entities, the NPCs and the scripting.


------------------------------------------------
www.map-review.com
Kengo is offline   you may: quote & reply,
Old 05-19-2003, 11:22 AM   #8
Emon
Strong Bad's Henchman
 
Emon's Avatar
 
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
Physical or electronic concept art first, story before that if it's singleplayer.

When building the level itself, I always make new brushes out of caulk and texture what I need as I go along. I do temporary texturing during architecture because it helps me to see what the final product looks like, and helps me see if I need to add more architectural detail or if textures will suffice.
Emon is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > JO Mapping > "build order"

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:10 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.