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== Detailed maps ==
== Detailed maps ==


Creating more detailed maps takes more time, but it can really change the appeal of a map. It's a known fact that most MOD's take [[How_To_Take_Screenshots|screenshots]] of their most detailed areas. Players like to see detailed areas or places that look cool or fun to play in. However this doesn't imply that you should make a highly detailed room while the rest of the map is very low-detailed for the soul purpose of taking great looking screenshots. Players would prefer to see many areas that have detail. This tutorial will explain simple things that you can do as a mapper to make rooms hallways an various other types of brushwork look much more interesting as well as making areas look more realistic.
Creating more detailed maps takes more time, but it can really change the appeal of a map. It's a known fact that most MODs take [[How_To_Take_Screenshots|screenshots]] of their most detailed areas. Players like to see detailed areas or places that look cool or fun to play in. However this doesn't imply that you should make a highly detailed room while the rest of the map is very low-detailed for the sole purpose of taking great looking screenshots. Players would prefer to see many areas that have detail. This tutorial will explain simple things that you can do as a mapper to make rooms, hallways, and various other types of brushwork look much more interesting, as well as making areas look much more realistic.


===Rooms===
=== Rooms ===
The player walks into a room where there is a hole in the ceiling. The questions the player might be asking is "Where did that hole come from?" and "Why is there no rubble here?" It's pretty obvious that there should be some rubble on the floor to make it look more realistic.
The player walks into a room where there is a hole in the ceiling. The questions the player might be asking is "Where did that hole come from?" and "Why is there no rubble here?" It might, or might not feel obvious that there should be some rubble on the floor to make it look more realistic to the player. Yet you should always consider doing it for those who really pay attention to the map, and overall that will increase the quality of your map!


Imagine a room that is textured with a combine wall material with a sofa and a table inside. Lets add some more detail to this room. Since the room has a combine/wall material applied to it you could turn it into a nice detailed combine room. Lets go for something like the citadel. The Citadel is is one of the hardest places to detail due to the large size of the rooms as well as choosing the right color palette. Most lighting within in the citadel is either dark or light blue, teal, white & sometimes (but rarely) red and orange. Red and orange are really more for the citadel in its destroyed state in Episode 1.
When detailing an area, start with the theme, and natural contrasting objects.  


===Choosing the right details===
*A dark room with bright windows.
Now you have added some detail, but something doesn't look right. That big couch i mentioned looks out of place with the gloomy and alien surroundings of the Citadel. So lets get rid of it.
*An outside area, that as it grows higher, snow becomes more and more visible on the ground and area.


Another big part of detailing is the setting. What kind of setting does your level have? Is it a barren wasteland, littered with the remains of civilization? Is it a lush forest with trees and foliage? These are all things every mapper has to take into account when detailing the map.
It's quite hard to explain natural contrast, but when mapping, it just seems to make sense, and flow naturally, because you have your eye on the scene, and overall an idea on maybe how to mix things up a bit by adding in more detail. Whatever that detail may be.


==Examples of settings and detail==
=== Choosing the right details ===
Overall, detailing isn't just adding props into a map. Instead it can be simple things that not only make the map look better, but also serve a gameplay purpose. There are two types of detail.


===Sewers===
====Gameplay Types====
This overall detail not only effects the map itself in visual appearance, but also in how the map itself plays out. This is even more critical in a multiplayer map, where the player can most likely reach any height in your map, or even travel into places due to the non-linearity of the map.
 
====Cosmetic====
This type of detail hardly affects anything, and only exists for visual improvement. This type of fine detailing is not needed, but helps increase realism.
 
== Examples of settings and detail ==
 
=== Sewers ===
*Setting: Dark/dimly lit, Wet, Cramped, Concrete & Uninteresting.
*Setting: Dark/dimly lit, Wet, Cramped, Concrete & Uninteresting.
*Details: Grates, Pipes (ceiling, floor, beneath grates, etc.), Water, Drainage pipes & Garbage.
*Details: Grates, Pipes (ceiling, floor, beneath grates, etc.), Water, Drainage pipes & Garbage.


===Citadel===
=== Citadel ===
*Setting: Dark, Gloomy, Alien, Metallic & Hostile.
*Setting: Dark, Gloomy, Alien, Metallic & Hostile.
*Details: Static gunships, Pods, Combine lighting (bright teal), Tele-screens, Bottomless chasms, Glass floors (unbreakable of course), Combine balls & Other futuristic objects.
*Details: Static gunships, Pods, Combine lighting (bright teal), Tele-screens, Bottomless chasms, Glass floors (unbreakable of course), Combine balls & Other futuristic objects.


===Combine-controlled Cities===
=== Combine-controlled cities ===
*Setting: Urban, Run down, Combine, Cobblestone streets & Restrictive.
*Setting: Urban, Run down, Combine, Cobblestone streets & Restrictive.
*Details: Run down looking buildings, Combine gates, Combine walls, Trash, Burnt-out cars & A citadel in the [[Skybox]].
*Details: Run down looking buildings, Combine gates, Combine walls, Trash, Burnt-out cars & A citadel in the [[Skybox]].


===Forest areas===
=== Forest areas ===
*Setting: Large &/Or Small trees (Depending on the look you want), Light Effects pouring through various leaves and other foliage, Bushes, Shrubbery & Displacements. Large areas or sometimes Mountains (in the skybox) to add the effect of the Forest being large in size.  
*Setting: Large &/Or Small trees (Depending on the look you want), Light Effects pouring through various leaves and other foliage, Bushes, Shrubbery & Displacements. Large areas or sometimes Mountains (in the skybox) to add the effect of the Forest being large in size.  
*Details: Birds, Greenery & Trees.
*Details: Birds, Greenery & Trees.
== See also ==
* [[:Category:Regions & Atmospheres|Regions & Atmospheres]]
[[Category:Level Design]]

Latest revision as of 21:57, 27 June 2025

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Detailed maps

Creating more detailed maps takes more time, but it can really change the appeal of a map. It's a known fact that most MODs take screenshots of their most detailed areas. Players like to see detailed areas or places that look cool or fun to play in. However this doesn't imply that you should make a highly detailed room while the rest of the map is very low-detailed for the sole purpose of taking great looking screenshots. Players would prefer to see many areas that have detail. This tutorial will explain simple things that you can do as a mapper to make rooms, hallways, and various other types of brushwork look much more interesting, as well as making areas look much more realistic.

Rooms

The player walks into a room where there is a hole in the ceiling. The questions the player might be asking is "Where did that hole come from?" and "Why is there no rubble here?" It might, or might not feel obvious that there should be some rubble on the floor to make it look more realistic to the player. Yet you should always consider doing it for those who really pay attention to the map, and overall that will increase the quality of your map!

When detailing an area, start with the theme, and natural contrasting objects.

  • A dark room with bright windows.
  • An outside area, that as it grows higher, snow becomes more and more visible on the ground and area.

It's quite hard to explain natural contrast, but when mapping, it just seems to make sense, and flow naturally, because you have your eye on the scene, and overall an idea on maybe how to mix things up a bit by adding in more detail. Whatever that detail may be.

Choosing the right details

Overall, detailing isn't just adding props into a map. Instead it can be simple things that not only make the map look better, but also serve a gameplay purpose. There are two types of detail.

Gameplay Types

This overall detail not only effects the map itself in visual appearance, but also in how the map itself plays out. This is even more critical in a multiplayer map, where the player can most likely reach any height in your map, or even travel into places due to the non-linearity of the map.

Cosmetic

This type of detail hardly affects anything, and only exists for visual improvement. This type of fine detailing is not needed, but helps increase realism.

Examples of settings and detail

Sewers

  • Setting: Dark/dimly lit, Wet, Cramped, Concrete & Uninteresting.
  • Details: Grates, Pipes (ceiling, floor, beneath grates, etc.), Water, Drainage pipes & Garbage.

Citadel

  • Setting: Dark, Gloomy, Alien, Metallic & Hostile.
  • Details: Static gunships, Pods, Combine lighting (bright teal), Tele-screens, Bottomless chasms, Glass floors (unbreakable of course), Combine balls & Other futuristic objects.

Combine-controlled cities

  • Setting: Urban, Run down, Combine, Cobblestone streets & Restrictive.
  • Details: Run down looking buildings, Combine gates, Combine walls, Trash, Burnt-out cars & A citadel in the Skybox.

Forest areas

  • Setting: Large &/Or Small trees (Depending on the look you want), Light Effects pouring through various leaves and other foliage, Bushes, Shrubbery & Displacements. Large areas or sometimes Mountains (in the skybox) to add the effect of the Forest being large in size.
  • Details: Birds, Greenery & Trees.

See also