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>> No.4674454 [View]
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4674454

>>4674451
>>4674438
Meant to say Expert but I guess since I dont actually do mapping, might as well dock that by one rank. I also learn by example so having seen alot of interesting map layouts primes me for doing similar things (but recombining with other ideas ive got).

Also you guyz need to do general sketches of maps on paper (because thats native and easy) before you settle down to actually work on it. And dont do it on graph paper with extreme detail either because otherwise you might as well be using the map editor at that point. Basic sketch means determining general shape of areas, how they connect to each other, general layout... this way when you get the map editor fired up you know where you're going to put these rooms and you can just focus on the details after that.
> while you're sitting there figuring out what to draw, you can get alot of interesting ideas as your mind wanders... its a different kind of prompting system for the brain when you're using the map editor because its much more carefree to just erase on paper or just toss the paper away... in the map editor its almost like answering questions on a test since its harder to undo that work

And you guyz need to focus on three dimensional spaces... floors over floors and structures over structures. In GZ at least (heck even hexen supported this) you can do portals to connect areas so that you can lay out multi-leveled structures without complicating things overly. Just dont rely on 90s level sperging of teleporters to get around or even get someone out of lava.

> another tip if you havent learned it by now, it feels alot more intriguing to have to press a button to lower a lift or open a door than doing it the doom way of just being able to "press" on the door
> though it also feels just as natural to have doors and switches depress when you get up close to them, Quake style

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