Useful Level Designing Articles *updated 8/12/7*

Any aspects of level design for the Source engine.

Useful Level Designing Articles *updated 8/12/7*

Postby Psy on Thu Dec 21, 2006 11:36 am

Last edited by Psy on Sun Jan 04, 2009 12:54 pm, edited 8 times in total.
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Postby SlappyBag on Thu Dec 21, 2006 1:12 pm

/me bookmarks.

Nice one Physco!


By the way, the third link, read through that guys blog, I've been subscribed to it for ages and although it's finished, there deffently some good reading.
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Postby Captain P on Thu Dec 21, 2006 2:25 pm

I've read all but the lunaran.com articles, thanks. :)

Here's a link to a German article on deathmatch mapping: Spielhandeln im Deathmatch (.pdf). For those that don't speak German, there's still a lot of usefull illustrations in it.
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Postby Shr3d on Thu Dec 21, 2006 2:32 pm

Cheers borat. These will come in handy.
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Postby wiggle987 on Thu Dec 21, 2006 2:33 pm

Good stuff, there are many skilled mappers on this site, but not many realise how much theory there is behind the actual design!
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Postby bomba on Thu Dec 21, 2006 3:06 pm

Jagshemash! I will visit. You like ..is good yes.

I am studying Diploma in Games Design & Theory later on next year. I have Cert Iv in Game Design & Theory(Got my Diploma in I.T already) I decided to return to study after being retrenched from a graphic design company here.

I just hate the c++ programing as im a n00b and hate it. I have done java, java script, vb , and action script but still I have come to the fact that im more creative than analytical or mathematical for that matter. Just not a coder.

There is a hell lota theory behind games, ours was a 50 + page book and the countless presentations.
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Postby zombie@computer on Thu Dec 21, 2006 3:28 pm

you like Java more than c++ ? :smt018
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Postby bomba on Thu Dec 21, 2006 3:32 pm

Lol no i hate all programming give me in/out parameters any day :P
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Postby Psy on Sat Dec 23, 2006 3:53 pm

Sticky by any chance?
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Postby 9f1062f623f9 on Sat Dec 23, 2006 3:58 pm

Yes.
Level Designer :: Natural Selection 2
Online Portfolio :: http://dux.interlopers.net

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Postby mastersmith98 on Thu Jan 04, 2007 8:09 am

bomba wrote:Lol no i hate all programming give me in/out parameters any day :P

thats actually sad
MaK: I pwnd that Hello World and Variables tutorials
MaK: Now I'm downloading the Direct X SDK
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Postby MadFour on Thu Mar 08, 2007 8:08 am

in "Multiplayer Level Design by Geoffrey Smith" he is talking about valve blocking out the map in maya and adding wal and floor textures for playtesting. and that the artist maps the uvs and makes the textures.. and then he shows an example of a dev textures hl2 map... and i dont uderstand tht at all.. why would u block it out in maya? and uv mapping brush textures?

he also sas that he think they did this in the unreal team to but the unreal editor is MUCH faster to block out a map with then it is with maya...

so yea... annyone here use maya to block out the layout? or use tevtextures as placeholders while uv mapping you map?

acctualy the entire article has alot of flaws i think. especialy the "8" thing in the map layouts that are not from cs..

but i just wana know about the maya thing.
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Postby Mr. Happy on Thu Mar 08, 2007 8:13 am

I don't think he knows what he's talking about. Remember, this guys a counterstriker, they are (with some notable exceptions) blithering idiots.

He probably just got really confused when he read about the construction of skybox model buildings. VALVe blocked those out in Hammer in full size (16x final), imported them into Maya/XSI, added details, and then uv'd them.
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Postby Dead-Inside on Thu Mar 08, 2007 9:55 am

May we get a link to Zombie-sex's totally sexy optimizingtutorial?
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Postby Ale on Thu Mar 08, 2007 11:26 am

Dead-Inside wrote:May we get a link to Zombie-sex's totally sexy optimizingtutorial?


Look in the tutorials section dummy :D
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