Will_B wrote:Hey Hollow I have a few questions if you wouldn't mind answering. I'm not sure how long you've been working on this map (its looking great already btw), but I've noticed you've already put a fair amount of detail in. Are you not concerned things might need to be drastically changed further down the road?
I'm also curious how you developed the layout, have you based it on reference material/ real life location or have you developed this layout and structure purely using your imagination?
Fairly generic questions yes but I'm always curious about peoples work flows.
Cheers
Hey!
No problem.
This map has been a weird one. The original layout derived from a Field Zone SP map I was creating.
I had to jump ship when I started working on Canvas. Major Banter has since continued the mod under a new title by himself (hopefully he can use some of that level in some way
)
I then converted it into a css map sometime end of last year, it was good fun but, I wasn't interested in the environment anymore, and the map had too many long sight lines.
I went about creating a new layout very loosely based on that original map, but a completely new theme, much tighter spaces to navigate and more height variation. This always starts from paper - basic overview layouts and designs - Improving on everything that didnt work for the original css map.
This went through a few iterations, and I finished 2/3 of the layout about 2 weeks ago in hammer. It took me a week of working on it for about 4 hours a night. I then took a break as my girlfriend was moving out of her London flat and going home, plus it was crunch time at the studio. I came back to it last night, put on some music and finished the final 1/3. It's good to leave something for a couple of days and come back to it with fresh eyes. It helped me see exactly what I wanted to do.
I did an art test prior to finishing the layout this week (a few pages back) also to help visualise the environment.
I have a folder of about 120+ reference images (factories, warehouses, apartment blocks, alleys, powerplants shipping ports etc). I usually never base my maps off anything exact, but just take inspiration from the architecture of certain parts and craft it to fit the layout. I try and make the environment make sense as a functioning place. Do a bit of environmental storytelling. Ask your self questions about why that would be designed like that and if it makes sense within the bigger picture.
I have to say, since working at this studio for the last 5 months, it's sped up my work flow considerably.
Multiplayer maps are difficult because it needs balance, so it's much harder to design for.
Make sure you have a very strong idea of what you want going into a level. I'm known for detailing environments very intricately and paying attention to lighting and architecture more than most would (I came from a traditional art background), and you HAVE to hold off that and nail the layout and gameplay flow first. Something I had to re-teach myself.
But, put on some good music, work for 3-4 hours every other night and it should go smoothly