Request for advice.


(Telmo) #1

Hello all,

I am new to mapping but I’ve gone thru all the tutorials that I could find, from the 1 room tutorials to the terrain generation.

I have this map in mind, based on Saving Private Ryan, when the sniper is in the tower and the nazis are trying to take over the small village. I made some drawings as to what the environment should look like, building splitted in half, lots of ruble and everyday items (beds, chairs, etc) all over the place.

My question is::

Since it will be a pretty open map, what do I do to keep the FPS high, I guess I can make a bend in the road before getting to the village, but after that point pretty much all the village will be insight.


(Machine for to kill) #2

That question you’ll answer yourself as you learn more about map making and things like vis slipts and hint brushes, fog, proper brush drawing techniques etc. But there are ways to make open maps efficient. If you want to get some quick ideas look at the goldrush map. My best advice to you is keep mapping (welcome to the community) and don’t worry about these things yet, you’ll learn them as you go along. Though you should probably start looking at some good brush manipulations techniques from now.


(flashkillaman) #3

this idea maybe has a lot of interest:
http://enemy-territory.4players.de:1041/modules.php?name=Forums&file=viewtopic&t=966


(redfella) #4

I’m afriad that the answer to this question isnt as simple as saying: “ok… do this, this and this”. In order to fully understand what makes for good fps you are going to have to experiment and learn and then experiment and make mistakes and then learn some more, etc. etc.

Their are many, many tutorials based on the q3 engine that will help you understand the basics of good vis design… and therefore will help you reach and maintain a healthy fps. You can look at these as a guide as you go along while you are learning.

Personally, I would recommend mapping for q3 first… for it provides an excellent arena-type enviroment which is much more conducive to learning the basics of good vis design.

hmmm, what else… If you have the orginal wolf, take a good long hard look at the stock maps village and castle. These two maps are classic examples of what is the RIGHT thing to do when considering vis. They both have open “atrium” areas broken apart by bending hallways… which is a formula for winning in this vis game.

Sorry, I couldnt get you a more specific answer.

edit: doh! Machine beat me.


(Telmo) #5

and here I was thinking I had an original idea… well, I am going to go ahead and try to pull it off if only for the learning experience.


(Machine for to kill) #6

Making a map can be a suprisingly rewarding experience. Especially once you have the bulk of your modeling done. You’ll soon come to realize that playing inside what you’ve created is far far more fun than playing anything officially made.

EDIT:
Don’t think that most of the maps out there are 100% original. Most of them use locations, architecture, terrain, models…and a whole bunch of other stuff that is taken strait out of pictures and actual locations. I thought the rail gun map was real clever and then i saw a screenshot of the real railgun and that exact picture had been copied in the game. Everyone needs some kind of reference.