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PostPosted: 11.27.09 
the following describes the labor of mapping.
if you wanna push out some quality, that gets not such fucking fps drops like most maps do, because they are box maps...
and if you want the map to get played at all. nothing more frustrating than putting much effort into it, and all went to waste once the map went gold (final release happened), because noone bothers to play it after the first tries.

####

* 1/4 of the workload is just to gather all programs together, make them work and learn how to use them as fast as possible

* 1/4 is understanding how the engine works, so you get to know the specs you have to work in, and more importantly: how to structure your work as good as possible.
you cannot even begin to imagine how much unneccessary work you can avoid!
either believe it and put some effort into it, or regret it after some months and see why and how i was right.

* another 1/4 is thinking about gameplay in general and planning the map, best with drawings and sketches, to improve the chances of it actually getting more playtime, than just like, lets say two weeks maximum?

* only the last 1/4 is actually doing the work of loading your radiant, lay out some brushes, texture them, put some lights into it. and some entities. compile it, add some surface sounds. zip it, rename it and you are done.

this also describes nicely why i tend to say:
give me some sketches, actually mapping the stuff is usually the smaller problem, if you design with the engine in mind.
because if you do not plan in that way in advance, you may even have to throw the map away after months you put into it.
you can always fix everything if you fucked up at a point, only question is how much effort you have to put into it. now re-read the stuff printed in bold above. (...)
if you already mapped, and have had problems with leaks, then re-read it for the third time before question me.

;>



 


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 Post subject: Re: MAPPING: Preface
PostPosted: 11.28.09 
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Godlike
User avatar

Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
hm, heres btw that map that i meant
(at least lee said that it was the map where i saw him bazooka/gren the snipers...)

its name is dod_avalanche:
Attachment:
dod_avalanche[1].JPG


maybe we must arrange another front point in the lower left to fit it to our needs.
btw, the level of map detail in dod is very high, u can go inside every house.
so theres many ways that u cant see from this image.


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 Post subject: Re: MAPPING: Preface
PostPosted: 11.29.09 
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Ingame Mod

Joined: 11.02.09
Posts: 168
DoD, i luv it, vey fine game :), we used to Dod every gamesession-lan, that was our home lan in the past, if cs went boring xD, hm i luv ist DDDDDDooooooDDDDDDD!



 


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 Post subject: Re: MAPPING: Preface
PostPosted: 11.29.09 
Offline
Godlike
User avatar

Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
at least its a game that knows 50 slot servers...

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 Post subject: Re: MAPPING: Preface
PostPosted: 01.13.10 
wursti, can you please add some drawings to the picture that indicate the heights?
and outline the sides of the passways?
can you get into the houses?
how is the scaling (size/proportions) of the map?
are the white things boxes?

as it is now, i cannot really get the idea how the map works...



 


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PostPosted: 01.13.10 
Offline
Godlike
User avatar

Joined: 07.15.08
Posts: 4648
Location: Behind U
-----tdm:  
nick: [dswp]GewitterOma
skill: 1122.83
kills: 25960
deaths: 19847
ratio: 1.30
-----bomb:  
nick: [dswp]GewitterOma
skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
i will make schnorraktion with leemumbais steam key, just let tme time to kick the hrdware to the end...

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