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2MB Mapping Challenge - aNax

Posted: 17 Apr 2012, 16:49
by anax
my map so far

i noticed that DXMP_TunnelNetwork is a large map yet i think it's under 2mb, this gives me an idea that I can build something big.

Since it's going to be in the style of an underground military or industrial station it should in theory be easy to pack a number of smaller rooms together. connect them with passages which don't stray too far from a central space, the passages and their entrances/exits should create a number of bottlenecks where players are moving in and out from one space to the other.

this is, in part, a lesson I learnt from Monkee - because both he and Ste have designed maps from the perspectives of both the Player and the Mapper.

Medkits, Biocells and Items will appear in strategic locations where you cannot hide, some will be free and others will not.

Re: 2MB Mapping Challenge - aNax

Posted: 17 Apr 2012, 16:57
by anax
sshots!
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Re: 2MB Mapping Challenge - aNax

Posted: 17 Apr 2012, 17:13
by anax
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the map currently stands at 229kb so I can expand this a lot, I figure the key will be to arrive halfway and not have too many brushes and items in each space but also not to build something which is massive and empty.

Re: 2MB Mapping Challenge - aNax

Posted: 17 Apr 2012, 18:17
by -Majin-
I love empty maps! I can prance around without no one looking or noticing and singing the barbie song :D


P.s. Nice map ;)

Re: 2MB Mapping Challenge - aNax

Posted: 17 Apr 2012, 19:28
by chin.democ.
Looking good Anax, I like the multiple levels, your off to a fine start.

Re: 2MB Mapping Challenge - aNax

Posted: 18 Apr 2012, 02:39
by ShadowRunner
The concept is very Deus Ex and the idea of using choke points or bottlenecks I think will be appreciated in the gameplay.

Looking at the map in vertical view, it seems very playable. I'm also digging the use of colour temperatures so far.

Re: 2MB Mapping Challenge - aNax

Posted: 18 Apr 2012, 23:30
by anax
ty guys.

well I'm going for a realist feel to the map, it's indoors so I'd want plenty of lighting spread out - long radius lights but not too saturated/bright. And to expand it there should be a larger few rooms with a dynamic set of solid features.

Re: 2MB Mapping Challenge - aNax

Posted: 19 Apr 2012, 04:41
by ShadowRunner
My approach is to use semis for everything, build the map, see what isn't solid and just change that one or two brushes to solid.
I've just made a map entirely with semis for scaffolding, floors, furniture, everything the player walks on, so you can bend the rules a bit for the sake of meggage.

Re: 2MB Mapping Challenge - aNax

Posted: 19 Apr 2012, 05:54
by [FGS]Kalman
Good luck and welcome to the challenge! :)
Reminds me of UT99

Re: 2MB Mapping Challenge - aNax

Posted: 30 Apr 2012, 08:36
by anax
hai guys. Was thinking do I need weapon racks / bots / items in my map for a halfway review from judges today? or can those wait until the final (beta?) release of the challenge.

Re: 2MB Mapping Challenge - aNax

Posted: 30 Apr 2012, 13:54
by ShadowRunner
halfway judging is not final judging. Simply we will say, "needs wep racks".

But that's fine, if mappers want to focus on something they feel they want feedback on, rather than everything in general, why not...

Re: 2MB Mapping Challenge - aNax

Posted: 30 Apr 2012, 14:21
by anax
well what I'd want feedback on is playability, not all of the rooms are completed - but there's enough of a "map" for actual gameplay.

if I want an idea of how good a game my map will provide would it be just fine if I wait until the final stage, is this halfway thing mandatory or no?

Re: 2MB Mapping Challenge - aNax

Posted: 30 Apr 2012, 14:53
by chin.democ.
Nah it's not mandatory Anax, but it's worth having the feedback, I'm going to send my map very shortly.

Re: 2MB Mapping Challenge - aNax

Posted: 30 Apr 2012, 16:41
by ShadowRunner
-aNax°NKz- wrote:well what I'd want feedback on is playability, not all of the rooms are completed - but there's enough of a "map" for actual gameplay.

if I want an idea of how good a game my map will provide would it be just fine if I wait until the final stage, is this halfway thing mandatory or no?
It's up to you, just an opportunity for a second pair of eyes to take a look. Personally I test unfinished stuff on people.

pm me the map if u like, I'll take a look, my advice won't be as good as Face though :)

It does depend on your intentions, if it is to learn and make a great map that's good, if it is to win, then we are looking for that "icing on the cake" - that extra thinking, idea. Usually people make a map that has flawed gameplay because they haven't done enough thinking about possibilities. When they get it right and make a perfect map, still it can be boring or predictable, because there is no extra little "touch" or "icing on the cake".

In Stalkyard, there are vents which lead to ceilings in corridors, you can surprise players and it's fun jumping down on them. Whatever makes gameplay unpredictable... e.g. not just 2 spawnrooms. In StrangeDocks, it's the conveyor belt. In Alpha Funline, it was the giant tunnel and swimming pool. Sadly sometimes it is the player that makes things unpredictable and that is something to factor into your design too.

Re: 2MB Mapping Challenge - aNax

Posted: 12 Jun 2012, 21:13
by [FGS]Kalman
Download link or anything else?