Need some advice
Formologic23
10-24-2006, 09:32 PM
Alright guys, I am working on my version of dod_brevands, and the thing has been in process since last year. The guy and myself who started this project got it going rather quickly, but got to a point of not being able to go further. He has opted out of finishing it, and wants me to do it. So.......
With all these quality maps coming out, and the fact that there are not any maps like this, I would really like to get this thing out.
My question (after all that rambling) is what do you do when you get to a point of running out of ideas of what to do next. Do you work on what you have and then keep going, do you put it down (which is what happened for 9 months), or do you just stare at your screen at the point that you are at until something happens? If you are not sure what I am talking about, I can elaborate further later, but I hope that some of you guys can shed some light on the subject. I am going to be doing a compile of the map soon, and test it out on our server if possible, and if anyone is interested in getting a first glimpse, or running through it for some ideas. This is my first map, so I am sure that there is plenty to work on/change/improve. Any help is greatly appreciated.
I don't understand how you're going about making your map.
Any "successful" map should have some careful on-paper planning done wayyy before any brushes are made in hammer. If you're running out of ideas you're probably doing the big faux-pas of building your map "as it goes". Usually maps like these have very poor gameplay.
Also, don't be afraid of tearing down entire parts of your maps. As much as it seems to suck doing that, there are times where even the prettiest sections of a map can lead to disgusting gameplay :P
[AoS]Albatros
10-25-2006, 03:21 AM
Well I do build my maps "as they go", but never without a rough plan in my mind about the routes and ways, so the gameplay won't suffer.
Whenever I feel I won't get any further from the current point, I get myself a cup of coffee, some paper and a pencil and sit down thinking about what some nice architecture could look like.
And then it's all easy to continue... :)
Furyo
10-25-2006, 04:37 AM
Post an overview of it at the very least, the principles you tried to achieve, or organize a very rough gameplay test of what you have. Be prepared to get rid of half the map and start with what's left if it's what it takes.
Formologic23
10-25-2006, 01:51 PM
Ok, I am at work now, but doing a compile now at home, so hopefully (if all goes well) I should have it compiled and some more screens and an overview to start with sometime tomorrow, before I go to work.
One of the things I do when I'm trying to get further ideas is to do a google search for areas/cities/environments that match the theme of my map. Usually you can get some pretty good ideas from real life photos.
Wile E Coyote
10-25-2006, 05:51 PM
Originally posted by Dash
Any "successful" map should have some careful on-paper planning done wayyy before any brushes are made in hammer. Not always true. I know of quite a few maps that have been insanely popular that started off as a simple project of boredom to see if they could do something, with no foretought being given to gameplay at all, they figured that out later. However the way Dash described is the preferred and more sound method. All I'm saying is it's not the only key to successs.
Originally posted by Dash
Also, don't be afraid of tearing down entire parts of your maps. As much as it seems to suck doing that, there are times where even the prettiest sections of a map can lead to disgusting gameplay :P I agree with Dash immensely here, but in the same breath I must also mention don't EXCLUDE the visual just to attain gameplay.
*cough* *cough* *orange_arena* *cough* *sucks*
My suggestion is that if you REALLY get stuck for ideas, enlist the help of a couple of others through PM's to have a gander at the BSP and pass on to you their ideas.
Formologic23
10-25-2006, 06:58 PM
Originally posted by Wile E Coyote
My suggestion is that if you REALLY get stuck for ideas, enlist the help of a couple of others through PM's to have a gander at the BSP and pass on to you their ideas. That sounds like a great idea.
pluckster
10-25-2006, 08:40 PM
you mean 3xi_trainmap :-)
Formologic23
10-26-2006, 09:15 AM
Ok, here is an overview of the map. My issues with going any further are what to do with the the following items with a yellow question mark: Allies spawn (far right), the channel of water (how to block it off), and the last question mark. As it stands right now, the plan is/was to make it a 5 man flag, but I think that I may want to do a 2 site (2 bomb each) detonation map.
Allies: Blow the nebelwerfers and Flak.
Axis: Blow up the town center and bridge to prevend allies from advancing.
The idea behind this little ficticious town was that the war was just beginning, so there is no damage to the architecture. But again, this map is still in early stages, and am working on a couple things as we speak.
I will be glad to send the .bsp or .vmf for anyone that has some experience in mapping (I will know who you are, so please no unrealistic requests) so that you can look around or walk around in the map. Just send me a PM or email me formologic23@thegamerplanet.com I am well aware of the fps issues, and have yet to read a tutorial or guide to fixing that. I hope that some of you guys can help. *Note* I have all the custom content pakked, so that's good to go.
I chose not to have the image show up in the post because its 16x12 res. And the green circle are the flag capture zones (although a couple are missing, but plan on putting them there.)
http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a10000%20copy.jpg
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