[NEED HELP] Some advices - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: [NEED HELP] Some advices (/showthread.php?tid=7471) |
Some advices - hox3d - 06-26-2017 Hey people. Sooooo. After having a serious lack of inspiration, I finally know where to start. But before I start, I might have some questions about how to proceed to make a good map. I know the basics like nodraw, etc. So, I'm gonna ask several questions here, and if you got an advice/answer about it, feel free to give your point of view.
Okay, I guess that's all for the moment, thanks for your answers! EDIT: fuck, just realized that wasn't the good place to post this. Sheeeet. RE: Some advices - Halogene - 06-26-2017 Fixed thread location, moved to Editing and Concept Art. RE: Some advices - Smilecythe - 06-26-2017 I think the thing of uppermost importance is to understand Xonotic gameplay. Here are some key points:
I don't remember the ideal measures for stairs, ceilings, ledges and so on. I think you'll figure out what's best while you do mapping and testing constantly, or you could also just take reference from other maps. RE: Some advices - Antares* - 06-26-2017 I run a Xonotic server with varying demographics (such as ffa/pubs, duelists, defraggers) and sometimes I ask why they like some maps. Such as,
The answers
Generally, as a Xonotic-thing (all modes), there's a lot of little ramps and sloped surfaces around the maps that act as shortcuts and extra movement options for players to quietly take as opposed to giving away their position with a teleporter or jump pad. This is probably the most noticeable difference between Xonotic original maps and Quake ports, design-wise. Having your map designed around that would be a perk that players will take notice to. (this turned into a very big ramble on popular maps, but maybe the tidbits help) RE: Some advices - Cortez666 - 06-26-2017 (06-26-2017, 11:35 AM)hox3d Wrote: [*]What makes a good Xonotic map, gameplay-wise? A lot of different accesses, the ability to jump, a lot of teleporters? The maps I really liked, form my point of view, are those who are completely fucked-up, with a lot of highly recognizable but different areas. Well, it depends on your taste. I would suggest your first map should be something you like, too. (06-26-2017, 11:35 AM)hox3d Wrote: [*]Any advice about a good way to proceed in NetRadiant? For instance, I've been mapping under Hammer (Source), and there are precise dimensions for stairs, doors, etc. They also recommend to use blocks with a power of two size, for texturing. i always use 8qu/s and lower for smaller things. (06-26-2017, 11:35 AM)hox3d Wrote: [*]How to scale a Xonotic map? What's different here is that you have to take the three dimensions into account, while in most of other games, only x and y are interesting. Plus, you move quite fast, so I guess the corridors must be kinda large? Take a look at the source of the offical maps. The map sources are in the maps.pk3. That should help you to get a feeling for scaling the map. (06-26-2017, 11:35 AM)hox3d Wrote: [*]Any other things, like things to avoid absolutely while mapping? Or something that greatly helps you to troubleshoot/modify/optimize afterwards?Make scratch first, no details just the basic layout and toy around with it. At this stage it's easy to adjust the layout. Try to use a clean brushwork which can be annoying to fix later. RE: Some advices - hox3d - 06-27-2017 Hey, Thanks for these (enlightening and complete) answers. I guess that confirmed my thoughts. Because I've mainly been playing Instagib, it's not hard to realize that if any map suits that kind of game, some really fun maps in Instagib would be really boring in classic... So, i just wanted to make a map that fits a majority of players/gameplays. If I had to sum up the whole thing, I got the feeling that a map needs to have a little bit of everything. EDIT: just realized something too: should I run away from symmetry? I mean, does this make the map predictable and boring? RE: Some advices - Antares* - 06-27-2017 (06-27-2017, 02:40 AM)hox3d Wrote: So, i just wanted to make a map that fits a majority of players/gameplays. I think a map that tries to "cater to multiple niches" ends up *forced* or an awkward inbetween. Like, Xonotic has big roomy CTF maps, Implosion, Geoplanetary or something very instagib+hook favored (Space Elevator). It almost looks as if its for instagib and tries to add in the items and maybe extra architecture for standard Xonotic play, but for the latter it ends up as a bit sub par. E.g
My god, the server admin should just add instagib+hook like we keep telling him / this map is so much better in minsta *disconnects* - Instagib players, actually having a point in this context My god, that was a really annoying nexcamp. - about everyone else Same concept kind of applies to other "merges". The defraggers want to improve their time. The Deathmatch players want to shoot people. Having weapons obstacles in Race CTS isn't something satisfying both parties, its just another map for defraggers. Also @Lyberta, afaik FFA players tend to roll with mostly anything. They tolerate a 6+ player crowd stuffed into small duel/2v2 maps, and sometimes vote to play CTF maps with a DM tag in the mapinfo. RE: Some advices - hox3d - 06-27-2017 Right. But it would be such a shame to actually do a map (I'm planning a kinda large one, with open-space) just for Insta. I want it to go beyond that, and to be fun even while playing "classic" modes. My point of view is: with Instagib, you just don't really care about the map. Anything actually works (kind of). But playing classic on a Instagib-intended map is often boring. RE: Some advices - Antibody - 06-27-2017 Quote:Xonotic has big roomy CTF maps, Implosion, Geoplanetary or something very instagib+hook favored (Space Elevator).That's mostly true for official maps. I'd like to see more maps like triangulate in the official list. That one (IMO) gives a good blend of both worlds. A lot also depends on the makeup of the crowd playing the map. A good public-server mix would be one or two experienced players (timing items, gathering folks using team messages, etc), a smattering of medium-level folks (people just good at fighting), and a good number of novices (folks that wildly shoot everything). Without a good balance of people and active admins sorting out op teams, all that design would go to nothing. RE: Some advices - hox3d - 06-27-2017 After drawing plans on good ol' paper, I just started the basic layout. My best guess was to start with simple geometry, like, nothing fancy at the moment, just to get it working. No rounded corners, etc. Is that a good practice? Spoiler: that will be heavily inspired from a Thief: Gold map, adapted to Xonotic. Guess which one. RE: Some advices - Cortez666 - 06-28-2017 (06-27-2017, 03:05 PM)hox3d Wrote: My best guess was to start with simple geometry, like, nothing fancy at the moment, just to get it working. if you start from scratch, thats a good idea. Just do the basics and add slowly more and more. RE: Some advices - Freddy - 06-28-2017 (06-27-2017, 03:05 PM)hox3d Wrote: My best guess was to start with simple geometry, like, nothing fancy at the moment, just to get it working. I've created a map that heavily used round/curved rooms/corridors for a mapping contest (https://forums.xonotic.org/showthread.php?tid=5450, http://download.evil-ant-colony.org/maps/curvature_02.pk3). Creating round surfaces can take very long and can be quite frustrating. So my advice is to wait with rounded corners and details until you are really happy with the layout. Another advice I want to give is: Start with small projects. You would not aim to create a new GTA all by yourself as your first game, would you? It's probably best to create multiple small maps first before sinking 100+ hours into a big map without having any experience with mapping. RE: Some advices - hox3d - 06-28-2017 I more or less have experience on mapping (with Source). Not the same workflow, but the principles stay the same, especially about optimizing, texturing, etc. Yeah, the map is going to be more or less big, but I feel confident already, given the amount of work I was able to do yesterday. I decided to work with powers of two only and 45° angles. Make the x-y view much easier to understand. Plus, for rescaling purposes, each floor has the same size (256 or 128), so it makes it easy to only select a floor and resize it in one shot. I guess that was the easiest way to do it. RE: Some advices - hox3d - 06-28-2017 Okay, another thought. Well, I scaled my map quite large. So, I just have a fuck*** big room, and I just don't know how to fill it. I was thinking about a large pool of lava, to add some "push-me-into-the-lava" kind of gameplay (which I like very much). But isn't this a little bit too easy? I could add some weird geometry shit but I just don't know how it would look like. RE: Some advices - hox3d - 08-31-2017 Hey. Got a question. What's the standard for a map to be released on the official package? Just by curiosity, some maps are clearly ugly/not optimized, okay. But some non-official ones are sometimes well done, and beautiful. So how are they missing the point, not to be in the official release? On the layout? The spirit? The size? Just wanted to know, so I can get closer as I can to "official" requirements to be a good map. RE: Some advices - Cortez666 - 08-31-2017 I asked the question on several occasions over the last 7 years. I never got a real answer. So i guess just the right people have to like it. RE: Some advices - hox3d - 08-31-2017 Eh, that's kinda tough. RE: Some advices - Freddy - 09-01-2017 I agree that some official maps are not really great, but they won't be removed unless there are good replacements. If you want your maps to become official, the first requirement is that you use a GPL license and include map sources. The other big requirement is that you are willing to improve the map and fix bugs/exploits if needed. About quality, layout, etc: These are very subjective, but if enough ppl like it, chances are good that a map would be included in the official map pool. Imo the main reason why many of the really good unofficial maps are not included is that most mappers never suggest their maps and/or the license is unclear/incompatible. RE: Some advices - Cortez666 - 09-01-2017 Well, it needs a good transperant process. (09-01-2017, 08:21 AM)Freddy Wrote: Imo the main reason why many of the really good unofficial maps are not included is that most mappers never suggest their maps and/or the license is unclear/incompatible. if you submit it will take quiet a lot of time (not that big issue) and when there is a response you get a reject with a comment like this "branch please" RE: Some advices - Freddy - 09-01-2017 (09-01-2017, 11:16 AM)Cortez666 Wrote: if you submit it will take quiet a lot of time (not that big issue) and when there is a response you get a reject with a comment like this "branch please" Creating your own branch for your map shows that you are willing to further work on and improve the map. Creating a branch is not that hard. If on the other hand you submit your maps via issues on Gitlab and don't even include a download link to your maps, then some teammembers won't take the time to search for it. Again: Show that you want to maintain your map in the future and will invest time in it if needed RE: Some advices - hox3d - 09-04-2017 Well, I thought the licence blabla mayhem was GPL by default, as the map is specifically created for Xonotic. Okay, got it anyway. I'll try to meet the requirements, not because I actually really want to get any map on the official release (that would be cool though), but because it's actually better to try to fit the standards. RE: Some advices - Cortez666 - 09-04-2017 (09-01-2017, 01:42 PM)Freddy Wrote: Creating your own branch for your map shows that you are willing to further work on and improve the map. Creating a branch is not that hard. ok. this might be a bit nitpicky, but i will still go with it. The Poll: http://xonpickbot.designxenon.com:27500/poll/352? The issue: https://gitlab.com/xonotic/xonotic-maps.pk3dir/issues/115 The branch\ autobuild: http://beta.xonotic.org/autobuild-bsp/lethargy-9440e0de6f53ea9f484ee88e86d101455b851355-b4e431ab89e1aa3029ec4ba1c35e5b859e9c2d7f/ RE: Some advices - Antibody - 09-04-2017 @cortez - We (the team) could be better about establishing some "ground rules" for map inclusion, that's for sure. I'm not certain who could really enumerate those things. Mirio, maybe? I could try to take a stab at it but I'm a mapping novice, and would probably miss a lot of the technical details that are just as critical as the visuals. Additionally, these things will always have a subjective component to them. That's what the vote is for. RE: Some advices - hox3d - 09-05-2017 I guess he simply wanted to show that people told him "no, it's bad" and nothing else. Well, that's what the poll results seem to show, but I guess there was discussion about how to improve the map afterwards? |