Author Topic: How do you map ?  (Read 1623 times)

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Offline Raithah

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How do you map ?
« on: January 05, 2007, 10:33:37 pm »
I just finished browsing the mapping tutorials (funny how you only read 'em after you've learned) and noticed something peculiar : everyone uses a very distinct mapping style. No, I'm not talking about how 'Major Dumbwad' makes his map out of polybugs while VTT makes them out of dreams, but the actual way in which a poly is placed on the board.

Let me explain it this way : according to Wraithlike's tutorial, he starts mapping using a couple equilatoral triangles, then molds them to his map (here). I, on the other hand, use a bunch of little triangles, then layer 'em for good effect (like this).

If you could take the time to do so, I'm sure many other people would be interested in how your perticular mapping style is done.

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Offline Keron Cyst

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Re: How do you map ?
« Reply #1 on: January 05, 2007, 10:52:54 pm »
Polygons are what destroy me as well. :( I can handle everything on a map (scenery-gfx, waypoints, even texture stretching)... except for polygon placement and good vertex-coloring.

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Offline iDante

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Re: How do you map ?
« Reply #2 on: January 05, 2007, 11:04:24 pm »
I do what you do, make layers, but mine arent that great... so dont do what i do...

Offline Eagles_Arrows

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Re: How do you map ?
« Reply #3 on: January 05, 2007, 11:38:52 pm »
My mapping style is similar to Wraithlike's style except I use blocks.

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Offline Raithah

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Re: How do you map ?
« Reply #4 on: January 05, 2007, 11:46:35 pm »
I'm sorry; 'blocks' ? So you have a prefab block that you just load in, then duplicate like mad ?

The preferred outcome of war is peace. Ironic, huh ?
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Offline Wraithlike

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Re: How do you map ?
« Reply #5 on: January 06, 2007, 12:20:42 am »
Actually, I map more like EA when I multi tex, but I map like in my tutorial and actually a lot like raithah too when it's not a multi texture.

Offline Eagles_Arrows

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Re: How do you map ?
« Reply #6 on: January 06, 2007, 01:13:16 am »
I'm sorry; 'blocks' ? So you have a prefab block that you just load in, then duplicate like mad ?

Prefabs?  Why bother?  You can easily make a block using two polygons and just duplicate it.

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Offline ultraman

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Re: How do you map ?
« Reply #7 on: January 06, 2007, 01:19:15 am »
My mapping is pretty messy, I do the same kind of polyplacement as seen "Wraithlike's Guide to Beggining Mapping", but without the grid on O.o For multitexture I use the texture quad, and just make lots of blocks (again, without the grid). I used to place polys like in trenchwar/single route map, where the polys kinda fan out from a single meeting point below, but this leads to quite alot of polybugs. I shoudl probably get into better habbits, like E_A's block method -_-

Offline Keron Cyst

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Re: How do you map ?
« Reply #8 on: January 06, 2007, 01:42:41 am »
There's no true safety from polybugs except by overlapping vertices; a polybug might still occur in the top section of E_A's example, where five vertices meet (it's weird, since it's no different from the other joined verices nearby, but it still occurs).

That's an interesting technique (building blocks, and then stretching their vertices)...

Offline Demonic

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Re: How do you map ?
« Reply #9 on: January 06, 2007, 08:05:33 am »
Most polybugs occour when three polygons meet in one point, that area becomes bouncy. You can fix that by overlapping it though.

I've used many different mapping styles... for a while I just made a bunch of blocks, then went wild with the split verticles function. When I did multi texture maps, I made some prefabs, copied them, then re-arranged the surface so it fits my needs. Nowadays, I'm back to old-school regular poly placement ( see Karpat and Amon ).


Offline Raithah

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Re: How do you map ?
« Reply #10 on: January 06, 2007, 02:06:16 pm »
So that's how you get polybugs. I suppose that's why my maps are similar to playing on a trampoline ;) But you said that overlapping the polys makes 'em non-buggy, I tried that on a couple maps and single polys with nothing around them are just as bouncy.

The preferred outcome of war is peace. Ironic, huh ?
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Offline Avarax

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Re: How do you map ?
« Reply #11 on: January 06, 2007, 02:31:45 pm »
So that's how you get polybugs. I suppose that's why my maps are similar to playing on a trampoline ;) But you said that overlapping the polys makes 'em non-buggy, I tried that on a couple maps and single polys with nothing around them are just as bouncy.

happens if the polygon is either to thin or to small...



i have a VERY varying mapping style, since i do all sorts of "weird" maps and not many usual ones. for the CS maps i had to create many building structures which are done by simple pillars consisting of 2 polygons, either placed vertically or horizontally.

for ctf_Rhein or the island on aim_Skyisle i used the following technique:




on the following picture you can also see how i kind of divide the platform up with some lines where i shade it darker to make it look more plastic and natural

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Offline Raithah

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Re: How do you map ?
« Reply #12 on: January 06, 2007, 04:09:40 pm »
If I understand you correctly, I think I do almost the exact same thing :) See, the reason I do mine the way I do is to easily facilitate slight changes to my map. My preliminary layer (consisting only of small triangles pointing towards the ground) is similar to your 'Grassy Top Layer', then I put triangles in between in my prelim. layer (still your grassy layer). Then I repeat the process one more time, thus creating your 'Rocky Inner Layer' and 'Sub-Platform'.

I might draw it up if anyone can't understand, but I think it's pretty clear.

The preferred outcome of war is peace. Ironic, huh ?
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aliquam auctor lectus pulvinar neque. Vestibulum commodo nisl convallis nisi. Aliquam in magna. Quisque orci. Duis sed nunc eu quam egestas feugiat. Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Nulla auctor turpis non urna. Sed porttitor. Donec et dui non odio.

Offline Pyroguy

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Re: How do you map ?
« Reply #13 on: January 08, 2007, 03:27:22 pm »
Has anyone ever tried using hexagons instead of squares? I started doing this on a remake of Bridge I was doing, before I lost the file for some time, and it looked pretty sweet. It wasn't multitextured, though. I think they work good because you rarely have vertical sides in Soldat (unless you are making an Industry map), but you use a lot of ramped sides and horizontal sides, which hexagons have if you lay one side horizontally. I think you could also experiment on a vertical map using them so one side is vertical.