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Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb

Posted: Mon Sep 16, 2013 4:25 pm
by Crayfish
It certainly seems like the safest approach to me, especially since had to re-scale this map like 2x over, based allot on your feedback Aeon ;). Im very impressed by the confidence of the mappers who's projects I've watched who start with a very complex theme from the very beginning of their layout.
Also I got my start designing levels in Unreal Engine, which requires a bsp skeleton which is then fleshed out with modular meshes. So its definitely a workflow I always follow.
I love working in radiant because you can build up geometry and curves so fast, like 3D sketching which is great for iterating your layout.

Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb

Posted: Tue Sep 17, 2013 9:14 am
by AEon
To be clear... the sketching first, details later, is without a doubt the most efficient way to map. Only for me it usually does not really work. The detailed geometry with the proper textures in place inspires me on how to continue expanding the map.

But since I have not recently created a map, my comment is pretty academic ;).

Re: Maverick Servr Comp Map: Cray3t1 - Alpha - looking for feedb

Posted: Fri Sep 20, 2013 3:22 am
by mrd
AEon wrote:To be clear... the sketching first, details later, is without a doubt the most efficient way to map. Only for me it usually does not really work. The detailed geometry with the proper textures in place inspires me on how to continue expanding the map.

But since I have not recently created a map, my comment is pretty academic ;).
That's how I used to always do it, too. I would typically draw some sketches of various areas and a rough overhead view of the map on some graph paper, then get to it. Details and all. Been itching to make another map lately for some reason... might have to scratch that itch.

Got a recent bsp I can bang around in, Crayfish?