AMOD mapping Guidelines

The basics
The main principle of making a set of maps for AMOD is to create something different and original while fun to play and impressive graphically. It shouldnt feature anything in the style of things from Half-Life, and clever use of the textures from Half-Life and custom ones with unusual architecture to show a dynamic and interesting map. As with the Project AMOD story line the map can be set in any time period and place which the level designer desires. Although absolute present day should be avoided, it can be between 10 years either side of present day to far out into the distant past or future. The map set should feature a theme or string of ideas which could feature RPG elements or tactical combat. All maps should feature some stage of character interaction which could be added as standard AMOD story interaction or even a sub plot.
Planning Your Maps
This section depends on your style of mapping and can only really be put down as a guide line as we all have our own methods.
First, make yourself familiar with the storyline: Information & Storyline Page

There are several key points to think about when planning:
When is the maps set?
Where is the maps set?
What does it feature?
How does it fit in with the story line?
What special textures/entities/code/weapons/enemies/characters do you need for this map?

Making Your Maps
Then once you have thought about those things its time to start mapping. This may involve a quick sketch depending on how you like to do things. You need to work on your map until a stage where you can make screenshots of 3 or 4 different areas to give the modelers an idea of what sort of stuff they have to make. Then the team will get to work while you work furter on your map architecture. As soon as everything is complete, an fdg will be made up, and that, with models and DLL will be sent, which you can intergrate with your map complete with scripted sequences etc.
 
As A team
 
Your maps will fit in with others as one chapter of a story. It should feature the standard teleporter window at the start and end. There are certain settings and properties your map needs to have, which can be added towards the final build.
 

 

 











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