phobosdeimos1
Member

Posts: 625
Registered: 03-11 |
Lately I've been loving on Heretic's sweet-ass maps
Read these interviews with the creator of the bulk of E1-E5, mainly doing pretty much all of E1-3
http://www.ravengames.com/heretic/insider.php
http://www.ravengames.com/heretic/h...dow/insider.php
Here's a snippet from another interview that tells us he drew sketches of his maps first and it was an extremely quick way for him:
The question to him was:
"<Benjamin Boerner> How are levels built? Do you jump right into the level editor or are there other things you do first?"
"<MRJ> Which editor? The map editor, script editor, model editor or texture shader editor :) ? This particular job (Level Designer) has changed I think more than any other (programmer or artist) since I started, although I admit the differences for the artists between creating flat textures and sprites with only 8 rotations and what they have to do now is pretty extreme too. Still, when I first started, making a level was basically drawing a sketch of the major features of the map, choosing floor and ceiling tile sets, wall textures and then placing them on a square grid in some aesthetically pleasing fashion, then slapping some monsters in. Since then it has gone (rather quickly) through the Doom-style sector-based maps (I still remember first-row and fisrt-col, brrrr) which I could crank out in a day, to similar maps with limited scripting a la Hexen, to the true 3d Quake-style engines. This last was probably the biggest jump for me personally, since it meant a complete shift in how you viewed the world and made things. Finally we have added very complex scripting (which has pretty much evolved into a somewhat simpler form of programming), so that when you talk about "designing" a level you are talking about conceptualization, planning (a lengthy process in itself), diagramming, building 3-d architecture, placing objects and entities, scripting all the possible interactions (as needed) for those objects, and texturing and lighting the whole thing. I'd personally compare it to the difference between making a simple paper airplane and building a scale model replica of the Titanic, that works! Unfortunately, like the Titanic, sometimes it crashes, too..."
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