esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5152
Registered: 01-02 |
I recently started toying around a bit with making some little mapping tips in visual form, in response to people asking me for suggestions or advice on their maps, and I figured you guys could probably find them useful as well! I'll periodically update this thread when I either feel like writing something new for it or if I end up writing something elsewhere that I feel would be useful enough to crosspost here.
Table of Contents
- Realistic Alignment, Part 1 (no link required, it's at the bottom of this very post!)
- Bordering (mini-tip)
- Wall Supports (and Bumping Into Stuff)
- Realistic Alignment, Part 2: What is Autoalign Abuse?
- How to Make Foolproof Monster Teleports in Boom
- On "Detailing," or General Visual Design and Arrangement
- Getting Started with Natural Terrain Using Triangle Slopes
- ...
Tip 1: Realistic Alignment, Part 1
http://essel.spork-chan.net/gfx/mappingtips/cutoff-demo.png
I think this one should be somewhat self-explanatory, but the general idea is to treat your map's textures as if they are actual, physical materials, rather than painted wallpaper. This is a mistake I see in a lot of levels, even some made by experienced mappers.
On the right side, the ceiling height of the GSTONE overhang causes the bricks to be vertically cut off midway, looking very unnatural and unrealistic. On the left, the ceiling height is set to a height where one row ends, so that it looks convincingly like you have three rows of bricks making up the ceiling above you. Admittedly, GSTONE is a very oddly-sized texture, and the bricks' uneven heights can make it difficult to work with, but the increased realism is worth the bit of extra hassle.
STARTAN, seen on the far wall, is another common victim of wallpaper-style alignment. On the left, the lights and computer are set up both horizontally and vertically to be built into and around the STAR panels. In addition, the ceiling and floor height are set up so that it is not cut off mid-panel by the floor. (See where this is going?) On the right side, it's improperly cut off both horizontally and vertically, by the wall light, by the computer, and by the floor. Even though the light and computer are built at even heights and their sizes are correct for the computer and light textures, they don't match correctly with the STAR panel sizes and cause odd cutoffs.
More to come!
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Last edited by esselfortium on 12-30-11 at 06:48
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