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.
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.
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.
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..
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.