Guidelines and rules to make maps: harder than one may think...


(RasteRayzeR) #1

I’ve found this read on the internet and think it may be worth reading for everyone:

Indeed, with the right vocabulary and concepts, maybe we can be clearer when we give feedback. Also many design guidelines are in there and it’s really interesting ! But not that easy to apply. It can help understand why SD is struggling with map design.


(.Chris.) #2

Not really, they do this for a living… If we were talking about amateurs then perhaps I could sympathise. How long have maps been a problem now?


(Mustang) #3

Nice pictures, but all the content seems blindingly obvious.


(RasteRayzeR) #4

The concepts are, now try and think about applying them to real maps: that’s where it gets difficult


(Hundopercent) #5

10 years…


(xdc) #6

phase 0: get inspiration from images, you want a map with unique and fun gameplay (some RTCW & WOLF:ET maps are remakes from movies/history)

phase 1(design): draw your map out on a piece of grid paper (looking down from above view)
phase 2(build): build it without textures, props, etc
phase 3(test): test gameplay, and go back to 1
phase 4(polish): make it look pretty

Phase 1 & 2 are the most important. Don’t design the map as you build it, the design should be 80% complete (another 20% from gameplay tweaks)