ReX
Senior Member
Posts: 1732
Registered: 05-00 |
Phendrena said:
Do you have an idea before you start? A theme, perhaps?
Having at least a general idea of the theme you're going for helps greatly in the design of your map. If you want a strictly base-themed map, you'll be able to get away with rectangular (or straight-walled) rooms, whereas if you're going for an outdoor, terrain-type map you'll need (at least some) irregular shaped walls. A base map will require you to use a certain texture "set", while a hellish-themed map will require a different set of textures. [Of course, you could develop a map that is primarily base-themed, but has hellish elements to show the effects of demonic infestation. But you get the idea.]
Once you have a theme, you should probably consider developing the "logic" of the map. For example:
1. Player starts at point A and travels to point B.
2. Door at point B is locked, and needs a blue key.
3. Player must back-track to a door that is now open.
4. Player must go through door to find blue key.
5. Player is able to loop around, using a new-found path, and return to blue-key door.
6. Exit is through blue-key door.
Once you have the basic logic down, you can figure out how to embellish each section. For example, while requiring the player to travel from point A to B, you can create a few side paths that will always require/allow the player to get back onto the main path. This permits optional exploration without making things too confusing (unless that's what you're going for).
At this point you can start your actual map creation in an editor. You'll find that having at least a general sense for the map's progression will reduce the chance of reaching dead ends or getting mapper's block. You'll also likely find that you'll get more ideas once you start your mapping, which will sometimes require you to fine-tune (or, in some instances, completely change) your map design and logic.
The trick, if you're new to mapping, is to start with small maps. It will give you a feel for the tools available to you, while allowing you to complete what you started. This is turn will give you a sense of satisfaction that will motivate you to move to more ambitious projects. Striving for a giant map or a megawad before understanding the limits of your abilities or the tools at hand will cause frustration.
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