I decided to write a tutorial covering my methods of producing and documenting level design ideas. This tutorial covers where to look for ideas/inspiration and how to put them on paper for current or future reference. You can read the tutorial here:
http://www.methodonline.com/ld_ideas.htm
Feedback is welcome. What did you guys like? What did you dislike? What would you like to see more of?
-Method
Tutorial - Producing Level Design Ideas
Nice one. I'm doing about exactly like this.
I also have a notepad with clean white paper in it on the bed table so if anything pops in the twilight I can just draw a quick'n'dirty and leave it there for the day after.
Actually I get alot of inspiration from other games too, though mostly for atmosphere, texture-scheme and lighting, not that often - if ever - layouts.
For most parts, in the first steps of the pre-prod of a new map, I kinda thinks how the gameplay will be in some areas, like shuts the eyes and then imagines the player in third person running around within the atmosphere and layout you want.
I also have a notepad with clean white paper in it on the bed table so if anything pops in the twilight I can just draw a quick'n'dirty and leave it there for the day after.
Actually I get alot of inspiration from other games too, though mostly for atmosphere, texture-scheme and lighting, not that often - if ever - layouts.
For most parts, in the first steps of the pre-prod of a new map, I kinda thinks how the gameplay will be in some areas, like shuts the eyes and then imagines the player in third person running around within the atmosphere and layout you want.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
I think you can/should expand the article to cover the production of a map as a whole with how to try out lighting, try texture schemes, finding correct scales etc... might be alot of work though and probably has been covered elsewhere.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Thanks for the feedback. I've written things that cover of what you're talking about:
http://www.methodonline.com/mashup_tutorial.htm
http://www.methodonline.com/ld_process.htm
You're right about getting ideas from other video games. I do taht too sometimes. Will add that to the list.
-Method
http://www.methodonline.com/mashup_tutorial.htm
http://www.methodonline.com/ld_process.htm
You're right about getting ideas from other video games. I do taht too sometimes. Will add that to the list.
-Method