Map Ideas
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- DW Clan Member
- Posts: 647
- Joined: Thu May 31, 2007 11:00 pm
Read Boss's tutorial on making terrain, but ideas cost money.
http://www.clandw.com/modules.php?name= ... pic&t=2008
http://www.clandw.com/modules.php?name= ... pic&t=2008

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
If you can't think of any ideas, you could probably modify an existing one or make one on the server even better... like TrainStation...
Here's some you could look through: http://www.clandw.com/modules.php?name= ... opic&t=759
Here's some you could look through: http://www.clandw.com/modules.php?name= ... opic&t=759

I love the smell of UnrealEd crashing in the morning.
Keep in mind of your limitations... Building your first map is a great success (a history marker for your mapping career). However I'm not on vent 24-7, so don't expect to build something that's way outta of your reach.Marbles wrote:I can do a lot of stuff...
Take minor steps at a time. One map you build the basic layout, next map you double the amount of Static meshes, next map you add precise geometric brushes, etc...
You can't leap to perfection in a span of two or three maps (you won't learn things if I told everything at once). Now if you took steps at a time, knowledge & skill carries with you.
So for your next map, try to tackle something that interests you, but also not too complex ;)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
superchav wrote:lol i want him to define his "stuff"

Nice to see most people on the forum are being supportive.... play nice superchav.
Aih PittaH TeH F00l !!!1!11


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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
It's my personal bias, but I would actually recommend building maps without using static meshes (or, only use static meshes for light fixtures).D2Boss wrote:Take minor steps at a time. One map you build the basic layout, next map you double the amount of Static meshes, next map you add precise geometric brushes, etc...Marbles wrote:I can do a lot of stuff...
As for ideas, I think your best resource is other maps. I have a listing (several, actually, due to disorganization) of features I liked about certain maps. Whether it's ambient sound usage, textures, overall theme, lighting choices, layout ideas... I make notes about it if it strikes me. Eventually something sticks out and you get an idea and run with it.
Since I already recommended building BSP-only maps, I would start by looking at Unreal or UT99 maps (if you have it installed). That should really help as far as seeing how effective and good looking BSP-only maps can be built, and provide plenty of thematic ideas.