Has anyone got any ideas for a map for a beginner? So far I've just been making small things, but want to try something a bit bigger, but not too complicated. Unfortunately I can't think of anything that I want to attempt :con
Would you like to make a map with an open area (with for example many patch meshes and LOD), or rather a dense map with lots of brushes and structures?
i've done it a couple times but players seem to love the idea...a mall .
1. it's very easy
a. it's basically a bunch of four walled rooms*
2. you can practice with custom textures
b. ie. making your own store signs
*you do not need to make every store open to access, i used a custom made ''security gate'' to show the store closed therefore only having to brush the front of the store.
**don't get bogged down putting anything in the stores, or at least all the stores as players soon forget the detail of the map and concentrate on the gameplay, plus it saves on fps .
***google image anything under ''mall directory'' for ideas/plans .
example: http://www.mods-r-us.net/datas/users/5412-lowdown%20mall.zip
.pk3 and .map file
also modern urban cities as it's mostly squares and simple angles and allows for various custom textures (signs and billboards)
At0miC :
Would you like to make a map with an open area (with for example many patch meshes and LOD), or rather a dense map with lots of brushes and structures?
I think it'd have to be mostly an indoor map as I'm not too good with patch meshes yet!
PKM :
i've done it a couple times but players seem to love the idea...a mall .
1. it's very easy
a. it's basically a bunch of four walled rooms*
2. you can practice with custom textures
b. ie. making your own store signs
I've seen a few maps like this over the years I've played MOH:AA and always enjoyed them so I might try this idea, just need to learn a bit more about custom textures.
make/edit an image in whatever image program you have (even paint) and save as either .jpg or .tga
create a custom .shader
save as *****.shader
create a .pk3
create scripts folder
create textures folder (and sub-directory if you wish)
place *****.shader in scripts
place your image in textures
(if your image is .jpg, you do not have to switch the .shader entry to read *****.jpg, it can read *****.tga )
simply change the text in blue to match your directories and texture name . also feel free to use any of my custom textures in any of the maps you have of mine .
textures/obsolete/obsolete.tga
{
qer_keyword sign
qer_keyword flat
surfaceparm metal
{
map textures/obsolete/obsolete.tga
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
why dont you try making an urban map? A regular ww2 town, doesnt have to be big, in fact You can try to make a small town. You will practice more your brushwork than making interiors.
Mapping Idea
I think, first of yourself you should be clear in which direction you want to go ....
and still belive, that question wasnot very seriously intentioned.. anyhow
"Need an idea for a map,"
In the course of time, I have this question ever read in my forum.
Young, ambitious newcomers usually presented this question repeatedly.
I had therefore had a key point catalog, each for itself could use as a guide.
Game:
Allied Assault
Spearhead
Breakthrough
Pacific Assault
Gamestyle:
Single Player
Multiplayer
Multiplayertyp:
FFA
TDM
RBM
OBJ
TOW
LIB
INV
Costum gameplay (FreezeTag, CtF, miscellaneous)
Scenario:
MoH scenario WW2
Modern
Classic
Scifi / Fantasy
Mixed
Scenarios from other games (Quake, Doom, CoD, Fakk, RtCW, SoF, Unreal, miscellaneous)
The street where I live (no joke, try it first ...)
MoH WW2 scenario:
Central- or Western Europe
Northern Europe
Southern Europe
North Africa
Pacific
Somewhere else
Near the historic original
Any scenario
Environment:
Day
Night
Summer
Winter
Rain
Fog
Indoor (mostly)
Outdoor (mostly)
Forest / Jungle
Field (open terrain)
City
Desert
Beach
A building
Everything mixed
Everything underground
Map-layout:
Large
Small
Appropriations
One level playing
Multiple levels of play
Snipers paradise
Striking = massacre
Standalone (SP or MP)
Only SP - A campaign (several maps connect)
Only MP - Number of players
Reusable Objects:
Only standard objects, game term (textures, models, sounds ...)
My own textures + shaders (static or animated)
My own models (static or animated)
My own player Skins
My own sounds
Mixed games (SH BT or PA-Stuff in AA, AA or SH BT Stuff in PA, BT in SH, SH in BT)
Things from other games
Effects / animation (game terms):
Classic (lifts, ladders, explosions, switchable doors and lighting, scriptcontrolled vehicles and aircraft ....)
Special (things to blasting or stealing (OBJ), teleporters, player controlled vehicles, paratroopers, cinematic-effects, things that rotate or otherwise move ...)
TEAM-related events
Separate menus (Preload, Succsess, failed, Scoreboard, special menus, other menus )
Only SP - Several tasks in a Map
Only SP - AI's as opponents and as friends
Only SP - page break ..... (You are German, AI's are Allied)
Tools / tutorials:
I have all the necessary standardtools gamerelated (Radiant-AA, Radiant-SH and BT, M-Builder, script editor, Pakscape, PA-MDK)
I can deal with graphics programs to create my own textures and moddify textures
I can deal Radiant with good / very good knowledge
I agree with the rather inexperienced Radiant
I can deal with Entitys (trigger, Func_objects, Vis, Pathnodes, models, lights, entitys connect, entitys manipulate, clips ....)
I have access to tutorials in my language or can understand a foreign language (mainly english)
I can understand the contents of the tutorials for myself and implement in Testmaps
My strengths:
mapping (Brush Work and texturing)
scripting
3D models, create and moddify
Have not yet strengths
I am:
very creativ and have imagination
experienced in Leveleditng from other games
someone who likes copy or rebuild things and look forward suggestions
someone who needs help with everything
one who dares to question the forum to make the critique tolerate and accept advice
someone who, despite knowledge gaps much trust
someone who thinks the cubus is a wiredcre
an experienced player and therefore know the specific concerns of a good map
Newcomer
Learner
Expert
God
I will:
Continue
Stop
i hope, that list show you the right way.....
nice guide cubus, should post that over at .map .
hehe, I would say that a lot of new mappers have this inspiration problem. I always say "map what you would like to play" or what makes you happy. That you are making a first map doesnt mean that it has to be a mediocre or a bad map. Ive seen incredible first maps from different mappers.
btw nice list cubus, things too keep in mind when makig a map.
*Herr_Kruger :
I always say "map what you would like to play" or what makes you happy.
:yes you perfectly right
btw... if i remember my first map..... better say "my fisrt try" :con
1. Not to big!
I spent over a year making my first map - it's big - and some say it's very cool. The trouble is finding action in it, so we visit it seldom. I have spent less than a couple hours making a map the size of a large room and we spend hours in these types of maps everyday - over and over. LOL.
Most of my favorite maps to play are small. Some of the best examples would be maps like Wacko's "Dorf" or Spike's Russia map.
2. plan the layout and Action flow
Voxel mastered this, many of his maps are good examples how a tight layout design can lend to steady action. "Aftermath_revised". "Aftermath2" and "Osiedle" are good examples.
3. play style
All weapons? Snipers? Bolts? - consider the use of weapon types. Those that use mgs and smgs like maps that have lots of hiding places in close combat situations. Snipers like hiding places in large open scenarios. Bolt action players like to run and gun in smaller open areas.
Think about how you can change the way people play with the design of your map.