Adding More Detail to a map: Difference between revisions

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


Creating more detailed maps does take more time however can also really change the outlook and apeal of a map. Its a known fact that most MOD's take screenshots of their most detailed areas. Players like to see detailed areas or places that look pretty or even fun to play in. However this deos not imply that you make a highly detailed room while the rest of the game is very low-detailed for the soul purpose of taking great looking screenshots.
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.
 
Players like to see when many area have detailed rooms hallways etc.
 
 
This tutorial will explain simple things that you can do as a mapper to make rooms hallways an various other types of brushwork look more interesting as well as making areas look more realistic in fact.  
 


===Rooms===
===Rooms===
For instance the player walks into a room where there is a hole in the celling.The question the player might be asking is where did that hole come from and why is there no rubble here? Well not all players have the same question but its pretty obvious that there should be some rubble on the floor and also some other detail.
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.


Here is an example:
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.
[[Image:Roommoredetail01.jpg|thumb|left|200px]]
 
So the room is well.........quite square. So lets add some more detail towards the room. Since the room has the combine/wall material applied toward it maybe 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,and sometimes even red and orange. Red and orange are really more for the citadel in its destroyed state in Episode 1.


===Choosing the right details===
===Choosing the right details===
Well, you added some detail, but something doesn't look right. That big comfy couch just doesn't click with the gloomy and alien surroundings of the Citadel. It looks out of place.
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.
 
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? Or is it a lush forest, with trees and foliage everywhere? These are all things every mapper has to take into account when placing the details.
 
===Examples of settings and detail===
 
==Sewers==
Setting: Dark/dimly lit, wet, cramped, mostly concrete
Details: Pipes (ceiling, floor, beneath grates, etc.), water, grates, drainage pipes, garbage
 
==Citadel==
Setting: Dark, gloomy, alien, metallic/technologically advanced; hostile, active military facilities?
 
 
 
 
 
 
 
 


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.


Details: Static gunships, pods, trains going from one place to another, combine lighting (bright teal), telescreens, bottomless chasms, glass floors (unbreakable of course), combine balls?
==Examples of settings and detail==


==Combine-controlled cities==
===Sewers===
Setting: Urban, run down, Combine controlled, oppression, cobblestone streets, restrictiveDetails: Run down looking buildings, combine gates, Combine walls (the ones that eat buildings), trash, trashed cars, Citadel in the skybox.
*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.


[[Category:Cleanup]]
===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==
===Forest areas===
Setting: large yet also sometimes small trees depending on visability, Light Effects pouring through various leaves and other foliage, Bushes, Shrubery and other little grass shards which is achived through Displacements, Large areas or sometimes Mouaintains to add effect of the Forest being visably large in size but really a small area that contains the player.
*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.

Revision as of 06:38, 6 January 2007

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 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.

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.

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.

Choosing the right details

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.

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.

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.