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Topic: How do you work together on a map |
| ferdinandes |
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General Member Since: Jul 22, 2005 Posts: 54 Last: May 9, 2009 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| Ol_Sniper |
General Member Since: Dec 4, 2004 Posts: 308 Last: Nov 28, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Apr. 5, 2006 11:00 am |
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Ol_Sniper writes...Quote: Caretaker, curious question...are you making maps for any games right now?
Only CoD at the moment
Quote: I ask because I am having a blast with Graydient BUT with the slow--- methods of IW, COD might not be around forever and I ask myself, "what other games can I map for?"
I think CoD will be arouind for a while, especially as long as IW doesn't release the editor and the needed patch for CoD2. Look at a game like SoF.. it's still around.. MOHAA too...
There are SO many games you can map for.. ranging from FPS games like Quake, Cod etc. to RTS games like Warcraft (starcraft game with an excellent editor). to racegames...
I'm having high hopes for the new CryTek engine and I do hope an editor will come along with it.
Quote: Of course, since I am a neophyte, it will be hard to get players to want to use my maps.
So what? even if one person plays your map and enjoys it, it's worth it.
Quote: I tried making golf courses for MS Links games but there are some phenomenal designers there, so that fizzled.
And there aren't great CoDUO people out there? Just make maps, and don't worry too much about what other people are bringing out. It's YOUR map.. not theirs. |
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| ferdinandes |
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General Member Since: Jul 22, 2005 Posts: 54 Last: May 9, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Apr. 5, 2006 01:04 pm |
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The_Caretaker writes...Quote: In UO Graydiant you can all work on a seperate layer. So you only have to send the layer to the person putting the map together, if I'm not mistaken (I don't make maps for UO)
How does the layers work?
if I work on layer 1 and other is working on layer 2 |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| ferdinandes |
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General Member Since: Jul 22, 2005 Posts: 54 Last: May 9, 2009 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| supersword |
General Member Since: Jul 28, 2004 Posts: 1989 Last: Nov 22, 2011 [view latest posts] |
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| WuphonsReach |
General Member Since: Aug 16, 2004 Posts: 276 Last: May 7, 2006 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Apr. 5, 2006 02:17 pm |
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Layers are your friend, layers are your ally, layers are about the only way to stay sane while mapping.
As to how to divy up work between multiple people... what are each of your team members interested in doing. Some folks are good at creating terrain. Others prefer to create building interiors. You will need to have rules and communication will be key. Buildings can easily be done as pre-fabs, just tell your builder that you need a building with a footprint of X/Y (work in blocks of 128u).
Some rules / suggestions:
- Sketch out the map layout in advance.
- Place the bones of the map in first (roads, major buildings, location of key features like flak88s and bases). You don't have to create the building in detail, just create a simplified version using a single brush and give it an approximate shape and apply textures to it.
- Settle on a visual theme and stick with it. Don't pick 100 different textures from 100 different collections to create a single town.
- Section your map into quadrants and place each quadrant on separate layers. Terrain on one layer, buildings on another. Major "dividers" like roads, treelines, map edges and rivers should be clumped into their own layers with a big "hands off" sign placed on them.
- Figure out a way to manage who is working on which layer. SubVersion would work well in this situation (or any other Souce Code Control System or Version Control System). |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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