Zh/How to Develop a Map That Works
本教程会提供一些大体的关卡设计意见,基本上都是有关于反恐精英以及其Mod的地图构架。
计划
不要先开始使用Hammer!正确的做法应该是先用纸和笔做一个计划,如果你已经开始制作地图,想改变地图的整体构架就不是那么容易了。
要制作反恐精英的地图,可以考虑一下:
- 大多数现实场景都包括巨大开放的重复场景,这对制作一张地图来说没有任何好处。
- 两队在游戏中第一次相遇的地方被称作相遇点,小心地布置地图并注意玩家行走的时间花费都是成就一张像de_dust2一样的好地图所必需的要素。
- 爆破区,防御点和狙击点的布置。仔细想想两队会以什么样的方式接近一个区域?爆破区应该离相遇点多近?
- 优化,好好考虑一台电脑该如何以最高性能来运行一张地图,像足球场一样大的地图会耗费大量机能去渲染,相对封闭扭曲的地对电脑的要求会更低,但会降低一定的游戏性。
简单的布局
仔细观察一下其它地图,例如de_dust2,de_cbble或者其他官方地图,它们都无一不采用了'四方'的布局,其实几乎所有成功的地图都是这样的,只是有些地图的部分区域会分布在不同的高度。只要遵循这一规则,那么你的地图有很大几率会成为一张游戏性与经济性兼备的成功地图,你可能也已经注意到一些像fy_iceworld一样的'娱乐'地图也采用了这种四方设计。但如果你要做的是人质拯救地图,四方布局也是适用的,仔细观察一下cs_italy,这张地图有三条主要通道(长廊,中路,公寓),这三条主要通道都连接着一条主要的大道,这无疑又是一个四方布局的例子。
布局是影响你的地图成功与否的决定性因素,一张只有一条通往爆破区和人质区的路线的地图是非常无趣的,游戏体验自然也大打折扣。试着增加更多的可用路线并套用“四方”设计,这样一来游戏性便会大大增加。不过要记住,千万不要死板的把地图做成一个四方的盒子,应该加入一些曲折的小道和互相上下交错的道路,不然这样一张地图不会比一条直道有趣到哪里去。我们希望你听取我们的建议,然后制作出拥有全新布局的地图,这篇文档所给出的建议都只是在教授你构建一张高效高游戏性地图的基本法则,但千万不要被其所限制。
制作
Valve通常都会先制作“橙图” 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 buy zones and some bomb sites. 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 framerate.
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.
Tips
- Purpose
- A level with purpose draws the player in. It both gives the player a goal, and creates the sense that something is being accomplished above and beyond what the player is doing in that moment.
- Motion
- Give motion and momentum to your level in both a physical and temporal sense. I'm referring less to doors, trains and buttons, and more to the motion of consequences. By looking at a level, you should be able to guess what has happened before you arrived, and at least have an inkling of what will happen in the immediate future. Give the player a sense that he is running through a living area, where things happen. Have the map flow smoothly, have one thing lead to another.
- Character
- This can be used to describe the lighting, the structure, the relative ambiance of a level. The character of a level can determine, and is partly determined by, its purpose and motion.
- Know the enemy
- The one thing holding you back from making "the perfect level" is the limitation placed upon you by both the engine and by current technology. While designing levels, always be sure to keep track of your levels performance data, and stay within the range you set at the start of your project.
- Exaggeration
- Regardless of art style, even may that be realistic; exaggerating a specific element in a game can give it more appeal, and have a larger effect on the player. Most things in the real world aren't questioned for their sometimes odd shape and/or placement. However in a game world, these kinds of objects are. They have the keen ability to stick out and be judged. Sometimes exaggerating an objects appearance or visibility can help justify that object's placement, or existence, even on a performance level.
See also
- Single-Player Mapping Tips - some more specific tips for single-player mappers.
- Counter-Strike: Source mapping articles - a list of short tutorials to help with mapping escapades.
- What makes a good level? - some advice for mappers who are just starting out.
External links
- www.johnsto.co.uk - a few very good articles to help you getting started, by the creator of de_dust.