UserCAT
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| Joined: 03 Sep 2010 |
| Total Posts: 113 |
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| 22 Dec 2011 06:07 PM |
Well heres how it goes, I post one thing on a forum saying I could make some guy a map for his game for free.... 2 minutes later I get overrun by messages asking me to do the same for everyone else! I am pretty good at building and C-frame, But to be honest Ive never made a map for a game by someone else before and I need some help...
Any tips? |
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| 22 Dec 2011 06:09 PM |
| Ehh, I would just like a map in which you just explore it. Just like Lando's games. Contain a mystery, hidden area, and your all set. I'd pay 5k for a great one. |
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UserCAT
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| Joined: 03 Sep 2010 |
| Total Posts: 113 |
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| 22 Dec 2011 06:11 PM |
| I do enjoy Landos work thats kinda what im aiming for. |
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| 22 Dec 2011 06:12 PM |
| Note: I'm not requesting one. |
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kension19
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| Joined: 17 Jan 2008 |
| Total Posts: 6964 |
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| 22 Dec 2011 06:17 PM |
@Usercat, the key to a good map isn't to make it look realistic. You need to not only know this, but to believe it. A good map is functional in the sense that it isn't a let-down in terms of gameplay, while also not being the controlling factor in it either. Most professional map makers tend to do this via symmetry, though this has the obvious downfall of being visually unappealing, due to the repetition of the map.
As for the more noticable aspects of the map, you'll want the map to flow with the atmosphere you're trying to invoke with the game itself. If you're going for a very primitive, blocky look such as Mynkraft, then realism isn't the goal you'll be wanting to shoot for. To be honest, it's very difficult to provide any decent coverage on this part of map creation, but it's something which seems to fill itself in as you repeat the process of making the same map style.
Hope this helped, me. |
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UserCAT
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| Joined: 03 Sep 2010 |
| Total Posts: 113 |
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kension19
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| Joined: 17 Jan 2008 |
| Total Posts: 6964 |
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| 22 Dec 2011 06:23 PM |
| Sure~though I feel as if I didn't read your request quite right. Were you asking something else? :s |
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UserCAT
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| Joined: 03 Sep 2010 |
| Total Posts: 113 |
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| 22 Dec 2011 06:42 PM |
actually thats exactly what I was asking for. Some of the games I have been asked to create are:
Some sort of maffia game although I don't understand the concept, the creator already has the guns and vehicles finished. What the creator wants is a huge 1920s style map with underground bases and a big park in the middle. Its a big project but it seems like some fun.
A normal war style map that will switch maps every round I was asked to make 2 maps: a burning city area and a huge Winter forest area.
The other map I was asked to do is a little strange the creator won't reveal the title or objective of the game. He asked for me to build a medievel dungeon area. Im not sure what to make out of what he told me. Ive asked for more details but no reply.
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kension19
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| Joined: 17 Jan 2008 |
| Total Posts: 6964 |
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| 22 Dec 2011 06:52 PM |
a team map, or an FFA? These should be the deciding factors in the basic layout. Any mis-communication between you, and the creator of the game, and it can be the difference between a game that plays itself well, or a game that plays on unsuspecting ignorance.
Be it as it may sound exaggerated, it really does help a lot to have proper map layout. It's like the medic in TF2. |
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