Virtual Game Environment Creation article by me.
Virtual Game Environment Creation article by me.
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
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
-GHL
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.
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.
-
- Posts: 663
- Joined: Tue Nov 11, 2003 7:07 am
- Location: Manchester, United Kingdom
![]() |
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.

Kudos to you.
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.
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.
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.

-
- Posts: 16
- Joined: Sun Feb 01, 2004 2:42 pm
I don't see why everyone needs to announce that the admin has posted, when he post's a mod, then you can announce.{ST} 117 wrote:Grenadiac has spoken*cue scary music*
MUHAHAHHAHHAHWWAHAHAWW!!!!

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.
Signature exceeded 3 lines of text.
-
- Posts: 394
- Joined: Sun Mar 21, 2004 7:15 am
- Location: whatever
![]() |
-
- Posts: 255
- Joined: Sat Feb 14, 2004 2:11 pm
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

These fractional multiplications curb the exponential growth of some Cuil calculations and recognize the fact that as things get weirder to us they also become more intensely real. http://cuiltheory.wikidot.com/mathematics-of-cuil
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!
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?

- 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!