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Good layout

by Theso on 08/11/2009 03:07, 4 messages, last message: 08/14/2009 02:12, 1082 views, last view: 05/05/2024 17:30

I was wondering how you guys create your layouts. I always have trouble creating a FFA map, and even CTF, because I am never satified with the layout.

I know to draw it first, but how do you actually design a fun layout?

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#1: ..

by K1P57A on 08/11/2009 08:41

1. Circular flow. eg. no such things as dead ends.

2. Balanced ammo spread across the map. eg. not 20 rockets on one place to instantly fill you 100% but rather so you have to "gather" the good ammo, getting to know the map a little first before you rule ;)

3. Lots and lots of space! SB is a very fast pitched game, therefore you need lots of place to jump, strafe and dodge ;)

4. Rest of it's a question of taste, lighting, brightness, texturing etc etc is up to you to make it an awesome theme!

5. If you're still clueless go and get inspiration from other maps ;) What did they do good, what did they do bad, which texture sets did they use etc etc


with these few points im sure you'll make an easy set of good maps.

(btw go read some comments of the replys on quadropolis, people often comment on things that's bothering them, so dont do those things ;)

Hope that helped,

Cheers K1

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#2: ...

by Theso on 08/12/2009 23:34

Only one reply? Come on skilled mappers... :S

Oh, and thanks K1!

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#3: ..

by themayor on 08/13/2009 01:23

space is extremely vital, and circular flow is vital to keep the game exciting.

it is a choice but i feel important on how corridors, hallways/alleyways/streets are distributed in terms of space. think about direct pathways that really hold the map together, vs smaller pathways, and what makes it worth while to choose to take the alternative path. i think alternative routes are always important...never have the flow to linear, meaning: dont have bottle necks or transitional space that is the only way to get from one place to another.

if your theme is working with a realistic approach that limits you to ornate detailing, or narrow areas, clip and noclip wisely. i like to look at maps in edit mode from other people soley to see what types of things people most clip and declip.

more than the space that is actually used in gameplay, look at the negative space and its balance. that should get you far enough to more focus on the space needed for gameplay.

as one saying in graphics and design that goes a long way i thinkk is: look at the spacing between the letters rather than the space of the letters themselves.

you will always modify it. editing is a lot about problem solving, and not being so dedicated to an idea that ther is no room to tweak it.

most importantly, read feedback, try and see what you like or dislike about a map, but above all, its just a trial and error thing i feel

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#4: ..

by SheeEttin on 08/14/2009 02:12

The best way to learn how to build something is to look at one already built.

Study how good maps (both included and on Quadropolis) are built, and you'll see how to build your own.

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