|
|
|
| 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. |
| |
|
|
|