Sanek, on 03 May 2020 - 05:38 PM, said:
Can you show us what kind of approach you use when you do the terrain? It's just one of the things that either will look average if you don't use much walls or look good but you use like 60% of walls/sectors available. Is there any any to make good terrain that also don't look bad? Making slopes and everything round every time whenever possible is just way too risky, especially if you make a big map.
I'm not too sure what exactly I should show because it's a lot more immersive than spectacular, but for that section I'm naturally using the method where I'm drawing the outlines of each segment first, not the whole thing at once but broken down in quarters maybe, to make it a bit easier to supervise that every wall counts in the end. Only as soon as one segment is done without the detailing but with proper structure texturing/shading/lighting effects do I move on to the next one. The terrain itself isn't anything too ambitious, the pre-existence of the 'functional' sectors dictates the greatest amount of slopes and terrain variation so far instead of relying on decorative additions and micromanagement, again to make sure everything is optimized (it's possible to get great-looking 'terrain' just with such basic strats as long as it's paired up with ideally smart design I think) and I don't think that's at the expense of the atmosphere either, just think closer to 3DR style (my main inspiration for this section of the map is The Abyss even though it'll look nothing like it). My current idea is to basically have three underground segments that are eventually revealed to be connected to a bigger fourth segment (climax of that part), conveying a claustrophobic feel that contrasts with the rest of the level en masse before having the player break out in the open again. So even though there are some bigger rooms/hubs it's also a lot of narrow passageways that really could belong in a user map from 1996 if it wasn't for the (hopefully) proper lighting/shading/effects in terms of 2D design. There's also a part where a vertical transition operates through layers of (small) sprite floors, and that room is essentially just one square sector of four walls but you progress downwards through hundreds of sprites for maybe twenty seconds and it's simple but exciting.
I don't know, I'd say the rule of thumb would be to make the most out of whatever it is you design, if there's a sector somewhere you can slope it, shade it, attach effects to it even if originally you weren't planning anything. My current philosophy is to optimize the use of every resource invested in a map, just kind of thinking along the lines of one wall costs ten bucks, one sector costs five bucks and a sprite costs five cents - once you've spent them, you want to capitalize on them. Whatever doesn't bring anything essential to the gameplay, scratch it. That's influenced me to build many minor elements of the level out of sprites too (e.g.. crates), pretty early on into this map and now I'm kind of glad I did because once my underground thing is done I might even have a few walls left for cars, one last minor indoor area and stuff.
Also the horse keeps getting beat but it's not dead yet and still infectious, but strong lighting/shading is key, especially in such environments, I'm lucky this current zone I'm doing is quite dark in general so I can play with contrasts from sector to sector a lot and hide some wall texture transitions that I couldn't really let slide without some tech trimming in a bright region of the map. But by definition, I'd say 'nature' settings are allowed to look a little wilder than civilization.
Also that particular underground section is something I've had on my mind to build for a long time, so I already know exactly what I want to put in there and how things should look like, if anything the fun is in such creative release but the picture in my head is complete so it's not like I'm struggling with options trying to imagine stuff on the go, and wasting resources on the smaller picture.