What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#9361 Posted 31 May 2020 - 06:53 AM
#9363 Posted 02 June 2020 - 08:48 AM
Unfortunately, I made zero progress over the last 30 days. It doesn't mean that I didn't do anything - I made several versions of what I wanted but it just doesn't work so I deleted all of it.
What I wanted to make is a jungle-themed map that also have a city, camp and cave sections. Jungle serves as a hub area. I quicky realised that with layout like this the map is just too big for it's own good, so I changed the layout a little bit. Now there's a city as a hub area, with jungle on the edges of it. For the last 2 weeks I desperately tried to make it like this, since I made that trees area that I showed you. There's lots of issues with the height of buildings and trees and rocks, so I just gave up in the end and was forced to delete the trees section that I tried to "save" all this time.
Now I came up with a better idea. Instead of a city, it's more like a village/suburbia now, with rocks around it (maybe some trees if I'll have enough space for it) and every building is like 2-3 story high. I'm looking at Red series as the example of village maps done right.
I hope things'll go much faster know, when I know what to do. It's a part of a mapping process I guess - after all, I suppose you all had situations like this, when you don't like the area and delete it (please don't tell me you do everything with a first try!).
@Mister Sinister Looks very Doom-y to me!
This post has been edited by Sanek: 02 June 2020 - 08:48 AM
#9364 Posted 03 June 2020 - 03:43 AM
The only time I can remember deleting then rebuilding something recently was a dozen of cars in one map I've made. I had built one early on (prior to the level finding its specific style) that I had copy-pasted everywhere with palette alterations, then while wrapping up the level they just kept bugging me because they stuck out like sore thumbs. So I had to kick myself in the ass and go ahead and delete every single old car, make a new one that worked better and then make altered copies of that one again. Some of them were under different layers of SOS in 2D mode too. One of those situations that really isn't too bad, but the lazy and paranoid part of one's self always feels like postponing if not straight up overlooking (bad trait).
Occasionally I'll delete attempts at effects that go wrong or just revert back to an earlier version of the map before I implemented them, but the basic concept of a level (regardless of the theme, which is essentially just a costume) and its barebones 2D layout are already part of the plans before I fire up the editor, otherwise it'd be like trying to use a drill in the desert.
This post has been edited by ck3D: 03 June 2020 - 03:49 AM
#9365 Posted 03 June 2020 - 06:57 PM
It's kinda sad that I never mastered the planning aspect of mapping for all these years. Despite some obvious design progress I still make maps like I did 10 years ago, when I just doing what turns out and only tentatively follow map's "legend".
#9366 Posted 03 June 2020 - 07:35 PM
Sanek, on 03 June 2020 - 06:57 PM, said:
It's kinda sad that I never mastered the planning aspect of mapping for all these years. Despite some obvious design progress I still make maps like I did 10 years ago, when I just doing what turns out and only tentatively follow map's "legend".
I usually have the basic idea for the layout, which is the general shape of the level in 2D mode but also in 3D mode (considering the vertical axis - I know how flat or steep I want the gameplay area to be), as well as the general progression (which parts of the layout should be accessed in which order, in a way that complements the structure of the blueprint with interconnections or at least some logic, e.g.. to avoid unnecessary backtracking and other undesired gameplay elements).
Sometimes I do get ideas for individual design elements for a specific level, but I don't start actually drawing them before I have gathered enough of those theme-related ideas to know how, where and when they should be placed and should perform in the map. That includes all the strategic locations, all the more or less strongly sub-themed, recognizable hot spots, the enclosed vs. open spaces depending on what scenario I feel like should come into play, the main puzzles and probably more fundamentals on that level.
What I do improvise is the look of everything, playing with textures, lighting/shading, trimming, palettes and all is fun but past a certain point those considerations are essentially cosmetic, obviously they're crucial to immersion and atmosphere but they shouldn't get in the way of the structure of a good barebones level. Different themes by definition follow different codes but form follows function, for instance one should make a space map because they feel like making big open areas and interesting sector effects, not because they want to use a different set of tiles than they're used to when the design style they're going for with the layout is more typical of the one of a city map with smaller-sized corridors, blockier dead-ends and micro nooks and crannies for instance.
Maybe you're tempted to follow what other people have done before exactly because of that lack of scope - you want to make maps but you don't know how to handle your inspiration being naturally hit or miss (just as much as the next guy's), so you keep insisting even though you're running dry (so for the lack of anything new you either repeat yourself, or what you've seen somewhere else). But sometimes one gets better at something by marking a pause from all the noise and that's when original ideas start coming from within.
I totally know what you mean by envisioning something grand in your head then being unable to reproduce it, I've been there before, even sometimes catching dreams about the stuff I would have liked to build - what my levels should have ideally looked like as I envisioned them, vs. the poor reality of what they actually looked like that I'd then face upon waking up. But that's not a matter of absolute ability, just of a mix of technique and perspective. The more free you'll break from 'bored' mapping all the while letting original ideas come from both everything around you and within, the further you'll naturally bridge that gap.
This post has been edited by ck3D: 03 June 2020 - 07:40 PM
#9367 Posted 04 June 2020 - 04:41 AM
Sanek, on 03 June 2020 - 06:57 PM, said:
Maybe you should analyze what the differences are between your vision and your results when in such situations. I know it can be pretty hard to pinpoint and intellectualize, as the representation can be pretty abstract. But here for instance with your example of a street scenery, in reality there is literally no reason why it should look different from how you're picturing it - it's just a matter of actually putting in the work, trying and understanding new things - both theoretically and practically - that can help make or break a map, and never settling for anything mediocre according to your own standards.
Maybe you're too focused on the idea of producing at all costs, when you would find more freedom and comfort in just enjoying the ride and letting the inspiration come to you (without making a move until it's really knocking on your door with a detailed warrant).
This post has been edited by ck3D: 04 June 2020 - 04:42 AM
#9368 Posted 04 June 2020 - 06:01 AM
This post has been edited by Mark: 04 June 2020 - 06:05 AM
#9369 Posted 04 June 2020 - 06:54 AM
Description of my functioning sounds tedious on paper but that's because I had to verbalize it. The whole process is natural for me, ideas just come and stack up and the maps come out when they're ready, except now they're just better (as in more cohesive with and representative of my vision, even if I'm still not quite there yet). It's not so much planning ahead as it is spending periods of time just spontaneously gathering more and more ideas. I'm definitely having more fun working like this than I used to as a kid sitting in front of the editor and doodling rooms at random - whenever I fire up the editor I always have something exciting in mind to build. Thinking about it, maybe this is more of a direct consequence of my time management habits than much of a conscious workflow, meaning that when mapping time does happen then it has to be optimally efficient, but either way it helps me tremendously.
This post has been edited by ck3D: 04 June 2020 - 06:57 AM
#9370 Posted 04 June 2020 - 07:36 AM
This post has been edited by Mark: 04 June 2020 - 07:41 AM
#9371 Posted 04 June 2020 - 08:00 AM
Life of debauchery actually sounds like one great source of inspiration!
#9372 Posted 04 June 2020 - 08:57 AM
This post has been edited by Mark: 04 June 2020 - 09:05 AM
#9373 Posted 04 June 2020 - 05:09 PM
You see, whenever I do something in map, I'm doing it step-by-step, making one part of the map and then move to the next one. Things ofthen go not as planned, which results in frustration and stuff. However, I made the barebones layout of the city right now - just squares and roads. Sounds very simple but it actually helped me a lot, since I don't have to keep the overall layout of the ctiy in mind, which would clash with other parts otherwise. I'm messing up with the visuals right now so thank you man!
#9374 Posted 04 June 2020 - 05:25 PM
This post has been edited by Mark: 04 June 2020 - 05:25 PM
#9375 Posted 04 June 2020 - 06:46 PM
Mark, on 04 June 2020 - 05:25 PM, said:
I understand the concern but honestly, that doesn't happen (to me at least). If anything, it's really easier to be able to manipulate empty areas around the more advanced portions of the level if need be, than it is to rearrange a sum of such advanced (when not finalized) portions that are already assembled together by design. Also in most cases, if something goes wrong and you realize you no longer like how you designed part of the layout, the format makes it easy to just insert and/or move a number of vertices without real consequences, or you can even remove the sectors altogether and then copy-paste the empty template for that unsatisfying section from an earlier save in, to redesign it from scratch with the tweaks that you want.
Both methods aren't mutually exclusive, too. Mapping as you go is fun as well - it's all I did for a long time and to this day for some specific level sections I still do it, plus sometimes you just kind of have to. Whatever works!
#9376 Posted 05 June 2020 - 01:20 AM
Beside the odd visual experimentation in particular areas, I don't focus too heavily on design from the start any more and lean favourably toward blocking out the majority of what I have in mind before the first design pass even begins. This makes significant changes less daunting and I'm not wasting time on something that may not be working right now. There must always be a start point and end goal figured out sooner than later, with several progression milestones and other ideas roughed out along the way so that a "playable" level begins to form. My current workflow is very iterative, I go through variations of structure, positioning and layout changes before settling on something that works for me and the level as a whole. Eventually, everything else slowly falls into place. The main struggle comes when I can't piece together the flow or gameplay in a specific segment, but that's why having breaks help immensely. It feels refreshing coming back having separated myself from the work.
This post has been edited by quakis: 05 June 2020 - 01:37 AM
#9377 Posted 06 June 2020 - 03:15 PM
This post has been edited by ck3D: 06 June 2020 - 03:26 PM
#9378 Posted 08 June 2020 - 06:39 PM
Just like I suspected, it looks more Winterfall than Red but hey, this style of mapping suits me well so i'll stick with it. I'm finally making some progress, adding something every day.
#9379 Posted 08 June 2020 - 07:19 PM
#9381 Posted 09 June 2020 - 12:16 PM
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Time to show you all a bigger part of my map and what it's all about Been mapping on this one since January.
This post has been edited by Maarten: 09 June 2020 - 12:18 PM
#9383 Posted 09 June 2020 - 04:14 PM
#9384 Posted 09 June 2020 - 05:54 PM
I agree that it look lovely, instantly recognisable as the old european town of some kind.
And here's another shot from my map with a couple of, umm, references.
#9385 Posted 10 June 2020 - 04:26 AM
This post has been edited by ck3D: 10 June 2020 - 04:26 AM
#9386 Posted 10 June 2020 - 04:49 AM
Sanek, on 09 June 2020 - 05:54 PM, said:
I agree that it look lovely, instantly recognisable as the old european town of some kind.
And here's another shot from my map with a couple of, umm, references.
Scptr0011.png
I see what you did there
#9387 Posted 10 June 2020 - 01:29 PM
@ck3D: nice to hear you've many activity/ideas too! This map`s main.focus will be exploring the town / city (this is just a part actually haha).
The town is actually surrounded by nature/castle/buildings...if inspiration keeps coming, I will make a small level pack (like a level in the castle).
But for now my focus is on finishing this as a stand alone map.
Looking forward to your work!
@Sanek: haha hilarious misunderstanding Nope, no SG part 3...it's a map just by me haha.
Fun stuff in your shot btw!
Thanks for your support, I really appreciate it!!
#9388 Posted 14 June 2020 - 07:12 AM
Finishing the last locations & polishing stuff.
Aiming for a July release, but no promise yet!
#9389 Posted 16 June 2020 - 11:43 AM
#9390 Posted 16 June 2020 - 05:27 PM
And here's an early screenshot from my CBP 2020 part (undetailed and with some cosmetic problems that have been fixed since, a lot of stuff has been added to the scenery too) in spoiler tags for the curious.
This post has been edited by ck3D: 16 June 2020 - 07:01 PM