Author Topic: Compendium of Mapping Knowledge. (Please Contribute)  (Read 9868 times)

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Offline chutem

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Re: Wraithlike's Guide to Advanced Mapping. Update 3.
« Reply #20 on: August 20, 2008, 12:34:05 am »
Ok, a guide would be good for the details on getting realistic 3D effects though.
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Offline Wraithlike

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Re: Wraithlike's Guide to Advanced Mapping. Update 3.
« Reply #21 on: August 20, 2008, 06:57:54 pm »
Subject 2: Scenery

Scenery is like the seasoning on a map. Even if you create a really wondreful layout, and even shade it well, bad scenery can ruin it completely, but good scenery can compliment a good map perfectly. There are three points to remember when scenerizing a map:

Gameplay Effect.
Layers.
Theme.

Gameplay Effect:
Although most don't realize it, scenery can be very influential on gameplay and on the balance of a map. The main effect it has is on camping and visibility, and if done inproperly, it can make a map nigh unplayable. The easiest way to look at scenery is by the degree of it's effect on gameplay. Here's an example of all three types.



High - Large effect on gameplay.
Mid - Medium effect on gameplay.
Low or None - Little or no effect on gameplay.

The Bunker has a large effect on gameplay, because it is midlevel, so the player can hide behind it, and is completely opaque. Thus a player crouching or proning behind it has the ability to completely hide and camp from there. Scenery like this should be avoided, and should be incredibly sparse if they even are in the map.

The two bushes on the right have a moderate effect on gameplay, because although you can hide behind them, they have gaps that partially expose the player at all times. Additionally, the bush on the far right is set to 90% opacity, so a moving or even neutral player should be at least somewhat noticeable behing it.

The remaining two, the bushes on the left and the Tree in the middle barely affect gameplay. The ones on the left are set to back, so their presense is merely asthetic. The tree in  the center is a different case, because although it is set to middle, and is fully opaque, there is no way to completely hide one's soldat, and thus it's effect on gameplay is minimal.

Although back scenery are usually safe from effecting gameplay, this is not always the case. If misused, background sceneries can have the severe negative effect of making it difficult to see bullets due to lack of contrast. This makes one vulnerable to snipers and attacks from behind, and couses general confusion. Below is an example of what should generally be avoided.



Visuals like this should be generally avoided, because they make gameplay quite unpleasant. The same concept applies for background colors, which can be just as bad as scenery for causing this.

Look forward to part 2 coming soon...

Offline ElSpec774

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Re: Wraithlike's Guide to Advanced Mapping. Update 3.
« Reply #22 on: August 20, 2008, 08:18:31 pm »
I think along with enhanced mapping effects, you should cover texture stretching.  Discuss how it enhances the map's effects and make the map more unique looking. 

Offline Wraithlike

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Re: Wraithlike's Guide to Advanced Mapping. Update 3.
« Reply #23 on: September 02, 2008, 12:20:49 am »
Why Open-ness Does Not Equal Spray, a mini-tutorial by Wraithlike:


Alpha Player
Bravo Player
Auto Fire

In the upper pic, Alpha is firing in a tight enclosed area, he can keep firing until he runs out of ammo, because the small area provides the bravo players no place for cover, and little oppertunity of escape, and with ricochets, they're in ever more danger. As demonstrated in the picture, The Alpha can hit a player anywhere without accounting for range or having to aim more than a few degrees.

In the lower pic, on the other hand, the open area gives Bravo a huge area to dodge, and forces Alpha to have to aim, and limit their fire to account for bink. Thus the situation is not sprayable.

A good map balances these both.

Offline Horve

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Re: Compendium of Mapping Knowledge. (Please Contribute)
« Reply #24 on: October 07, 2008, 11:48:18 am »
you forgot that there are three colliders in the upper pic so spraying is utterly pointless unless you want to kill the ceiling or annihilate the floor

Offline Demonic

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Re: Compendium of Mapping Knowledge. (Please Contribute)
« Reply #25 on: December 22, 2008, 12:43:15 pm »
This guide is immense. The Capital of mapping.

Awesome job you guys.