How to Develop a Map That Works: Difference between revisions
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Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc. | Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc. | ||
==External Links== | |||
[http://www.johnsto.co.uk/?t=level_design_index www.johnsto.co.uk] - A few very good articles to help you getting started, by the [[user:johnsto|creator of de_dust]] | |||
{{otherlang:en}} {{otherlang:en:jp|How To Develop A Map That Works:jp}} | {{otherlang:en}} {{otherlang:en:jp|How To Develop A Map That Works:jp}} | ||
[[Category:Level Design]][[Category:Theory]] | [[Category:Level Design]][[Category:Theory]] |
Revision as of 15:50, 24 December 2005
Some general advice regarding level design.
Planning
Don't touch Hammer. Instead, start with pen and paper. It's much more difficult to change the fundamental layout of a map once you start adding detail.
For Counter-Strike maps, consider:
- Most real-life locations involve repetition and large open spaces with few features; they would make terrible game levels.
- Meeting points, where the two teams see each other for the first time. Careful spawn placement and timing is the foundation of great maps like de_dust.
- Bomb sites, defensive positions and sniper nests. How would players from either team approach a certain area? How close is the bomb site to a meeting point?
- Performance, how efficiently will the map run on a computer? Vast football-stadium maps will typically fare poorly, while closed spaces with lots of twists will perform well but suffer in gameplay.
Building
Valve usually builds "orange maps" with bare gameplay essentials before actually working on level art and textures. Concentrate on the layout of your level, then apply textures and lighting afterwards. Create the basic map structure using dev textures (type "dev" in the filter box) and big, simple blocks. For a Counter-Strike map, place some spawn points, some buyzones and some bombsites. No stairs, just ramps.
- Optimize at every step of map creation.
- Turn on Snap to Grid.
- Don't overlap brushwork, for purposes of neatness and organization.
This isn't to say that you should actually start optimizing your map now (adding hint brushes, area portals, etc) but you should be mindful of the concepts mentioned here so that your map is constructed efficiently.
Playtest early. Ensure meeting points are timed correctly and "main arenas" do not cause low framerates.
Balance
Unleash 20 bots on the map, and let them go at it for an hour. If the result of that comes out significantly in favour of one side or another, try to figure how to re-balance the map. Watch where the bots meet, or see whether there are certain positions that gives one team too much of an advantage.
Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc.
External Links
www.johnsto.co.uk - A few very good articles to help you getting started, by the creator of de_dust Template:Otherlang:en Template:Otherlang:en:jp