Phobus
Senior Member

Posts: 1467
Registered: 10-06 |
#Making a map in layers (as in, you start with the base layout, then you add heights, then you add map functionality such as doors and a sense of progression, then you do texturing/lighting, then gameplay and then aesthetic additions)
Pros:
+The mapper thinks about functionality and playability before looks, allowing for open layouts and interesting progression much more easily.
+It's also really fast to get the layout done and then it's just a case of filling it in.
Cons:
-Due to the way the maps start off so abstract it can be a bit overwhelming to then implement a texture theme or do much in the detailing stage.
-The maps can feel finished once gameplay is in if the textures are done alright, so you're tempted to not bother with the visuals, leading to maps that are actually quite ugly.
-The other end of the stick is that detailing ends up going in for details sake to avoid the abstract areas looking bland.
-Gameplay testing can also be pretty tough if you do it before texturing due to the missing textures and the like.
This was my approach to speedmapping for 32in24-11 - I found it was much quicker if I had a solid idea in my head rather than just a couple of vague ideas. E1M2 of ZPack was also done this way.
#Making self-contained areas that you then stitch together in a patchwork map.
Pros:
+Allows for transitions between themes in a map easily - helps make areas visually distinct.
+Sections of maps are easier to make well than one whole map at a time.
+A good way to maximise the use of clever/novel ideas as each section can focus around a gimmick.
+Easy to make each of the self-contained areas non-linear.
Cons:
-Easy to make a map that's a bit too long or feels like it could have been ended at each of the sectional transitions.
-Can make the overall map feel very linear.
-"visually distinct" with a variety of themes can actually just feel disjointed.
The majority of my maps look like they were made this way, but in reality only ph_quik2.zip, ZPacks E2M1 and E2M0 and my CC4 MAP10 contribution "Hoedown" have made use of this technique. The first three dodge the cons by explicitly having the player move between different realms and themes whilst Hoedown sticks to one theme loosely throughout and makes use of backtracking from the self-contained section to the rest of the map.
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