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Virtual Game Environment Creation article by me.
Posted: Mon Jan 10, 2005 2:15 pm
by GHL
this is not halomods specific, so its not aimed at you but i am still posting it here. do not reply unless you read it all, and dont flame or spam etc. constructive critisism and mature comments please.
took about an hour or so.
Game-environment creation
By GHL
I am a game-artist who focuses on level creation, I have worked on many game-engines in many communities, over time I have noticed common trends in the little things that are left out by most teams who create games-environments, or
Posted: Mon Jan 10, 2005 2:30 pm
by Sonictag
This is some good advice. I havnt really been into the "mapping" side of things, but I know for a fact that the planning is probably the most important step, it can also make your modeling process much easier.
People I have worked with, mainly on the design of race tracks, have infact drawn out labelled blueprints of where everything is, scanned it, and used that picture as a reference from what they will build the map on, which is similar for any modeling process.
Also, people I know who work on a map have the technique of working from the ground up, or from the top down, this is just so that you can be more sure of what you have and havnt done, rather than modeling everything in a big mess.
Criticizm is also a huge part in the mapping process, opinions, perhaps ask some people what they want in a map before you plan and draw the map out.
I honestly dont know many mappers who keep their modeling too neat, but I would still reccomend it, for the Halo engine it has to be reasonably neat in the fact that you can't have overlapping polygons, and if you are going to show the map in maybe wireframe to other people, its nice to have it all neat.
Most mappers actually make/collect/photograph their textures before they begin mapping, and if you are going to make your textures, you should also plan them out, ask yourself questions like "Do they tesselate well?" and "Does it suit the theme of the map?", textures play probably the most important role in the map.
Lighting is very important, you can add more atmosphere, you would have this planned out, maybe have no lights inside and a sunlight outside, or if it is totally indoor, have ceiling, wall lights, adjust their exposure settings, are they bright? Dim?
Testing is where people will comment, sudgest changes that need to be made, and you can test how well it works for different computers, mainly fps, is the fps too low for someone with an older or cheaper graphics card, and you can make polygon changes accordingly.
Once again, nice tips.
Posted: Mon Jan 10, 2005 2:46 pm
by GHL
thanks for the reply.
although about the neat modelling, i know alot of professional modellers, even some bungie modellers, and all of thier work is 100% neat,
Posted: Tue Jan 11, 2005 8:03 am
by Sonictag
I guess it depends on factors like, how long you have to make the map, and what the engine allows. Um, on the game Renegade, the maps were quite sloppy, on half life they are sloppy, as they were made quickly. So yeah, it really just depends.
Posted: Tue Jan 11, 2005 9:54 am
by Grenadiac
Nice stuff GHL, I'm going to put this on the front page.
sonictag, your sigs are way too big. And you should only have 1.
Posted: Tue Jan 11, 2005 10:32 am
by {ST} 117
Grenadiac has spoken*cue scary music*
MUHAHAHHAHHAHWWAHAHAWW!!!!
Posted: Tue Jan 11, 2005 1:57 pm
by Spartan III
GHL, thank you very much for this advice. As you know, I am creating a game based on 'Halo: The Fall of Reach', and although my game is going to be 2D, everything that's not to do with 3D on your guide will come in very handy.

I've made levels in the past just by creating as I go without no planning, they were repetitive. This has inspired me to plan out my designs first.
Kudos to you.
Posted: Tue Jan 11, 2005 9:47 pm
by philipks
good advice ghl. on super weappons though: i always discourage the addition of super weapons. not for their own sake, but because they are gimmicks.
i have a friend who is very fond of coming up with ideas for maps which are entirely based on a gimmick. for instance: two bases in mid-air with no way between them but a balance beam. it may be a lot of fun, twice, and then its stupid. the gameplay is shallow and linear, with no room for creativity on the part of the players. its the same with a super weapon, the gameplay is forced into a single course of action which someone will always pursue - and which achieved wins the match, so everyone is forced to follow suite or the game is pointlessly onesided.
and thats the moral of the story, gimmicks stiffle gameplay by making all the gameplay focus on a single element. once experienced, there is nothing else to do.
it depends on the game of course (tactical/strategy games are different), but truly compelling "level" design is not about arrainging a set peice battle, its about arrainging a battle setting for the peices.
Posted: Wed Jan 12, 2005 6:34 am
by red2kic
Whoa... This guide is definitely useful! I am going to print this one and put it on the wall....

This will help us making awesome maps from now on...(Only if everybody read this) Hmm... Somebody should stick this... Although Grenadiac said he'll put it on front page.
Posted: Wed Jan 12, 2005 8:29 am
by 343Halo
wow ghl this couldn't have come at a better time because i am in the middle of making a map and it has made me rethink alot of parts about it and im sure that it will turn out alot better now than originally planned. so once again thanks for all that advice about making maps. it will really come in handy. gj and thanks.
Posted: Wed Jan 12, 2005 11:04 am
by GHL
Hey thanks for the great replies, and thanks for frontpage,
I am currently writing another that focuses on texturing, and will be far more detailed.
Posted: Wed Jan 12, 2005 1:33 pm
by GHL
sneak preview:

Posted: Wed Jan 12, 2005 1:33 pm
by jsrfmaster
{ST} 117 wrote:Grenadiac has spoken*cue scary music*
MUHAHAHHAHHAHWWAHAHAWW!!!!
I don't see why everyone needs to announce that the admin has posted, when he post's a mod, then you can announce.
And accually I heard a super long time ago that Gren was making a mod but i haven't heard anything else.Oh well, nice advice.
Posted: Wed Jan 12, 2005 2:22 pm
by red2kic
GHL, is it going to come out soon? By the way, I think you should write 'bout everything as you can because I couldn't put the words in better as you did.
{ST} 117, well I wouldn't know anything 'bout it. I think it is just a fairy tale in Halomods.

Posted: Wed Jan 12, 2005 3:23 pm
by [users]axem
good advise. heres some advise on the super weapon that everyone hates. make it where it can only be used once then it is discarded and cant be used untill another one respans wich should be like 30 minutes wait. making it almost useless.
Posted: Wed Jan 12, 2005 4:46 pm
by Virus
GHL very good advices i have often thought about planning but not known where to start cheers and hope to see more of this in the future

<-------- (i put this in cause it looks cool lol)
Posted: Thu Jan 13, 2005 3:29 pm
by conquer2090
i agree alot of people dont plan there maps out enugh i havent made any maps well at least not yet

i like your advise on building simple geometry first to test out game play.. also yeh grendiac dont have to make a mod lol techniocally he contributed to any map that required the use of sparkedit lol which is alot o maps and alot o the good ones too hel make one when he feels like it lol
Posted: Sat Jan 15, 2005 11:50 am
by GHL
i have paused making the next article due to heavy school work.
Posted: Sat Jan 15, 2005 2:45 pm
by {ST} 117
Grenadiac made Sparkedit.
and whats this talk of a fairytale? and i kinda announced that cos i was hyper, and gren hardly ever posts, so thats why it was special.
anyways stop getting off topic. great speech GHL
*taps guy on shoulder "whats was the essay abt?" "i dunno" *shrugs*
Posted: Sun Feb 27, 2005 2:46 pm
by [NC]b00m
I am a big fan of Halo, and if you ever play me, you will see that I am quite dangerous. I was looking to create a map of my own, and appreciate your post about map creation. I was just wondering (I am not exactly the biggest computer wiz) what tools I would need and where to get them. If possible, list the free ones with links.
Also, I wanted to make a few suggestions for your next map. They are:
- How about a long tunnel with hogs running between the bases?
- How about force fields?

that would be awesome!
- Have you considered designing a hangar for banshees?
- How about maps with terrain that players can blow DEEP holes in?
Hope to hear from you!