Mordeth
Administrator
Posts: 1883
Registered: 05-00 |
printz said:
Anyway this wall-portal-only mapping model seems quite practical. I think I'll design my Eternity maps by focusing on wall portals, and using floor-ceiling portals retroactively.
Introducing flat portals after basic level geometry is already in place doesn't work that well for myself. At best you're limiting yourself to a pure visual effect, that doesn't add to actual gameplay value.
Better to have a actual "building" structure in mind with different layers, and then come up with ways to connect the various layers. With "building" referring to that section of the map you're working on, not necessarily modelled after a real-life building. I've found this much harder to map for, since you're juggling 2+ layers at the same time, but the result is usually more 'natural' feeling, with gameplay actually making use of the different layers while inside the "building".
...Provided the EE peeps fix / implement the monster / weapon interaction between portals ;)
Mind you, I'm not sure if mine's the right approach. I've looked at the layouts of actual 3D games, like Quake2 and Doom3, sketching the floorplan down on paper. Turns out you can translate lots into plain 2D, with minimal impact on how it plays.
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