|
[Mapping] The Art of High Detail - Introduction |
|
|
|
|
Tuesday, 14 November 2006 |
|
Page 1 of 22 CHAPTER 1 : The Art of High Detail
First at all, detail has always to do with lots of effort. Don't think
that after this article, you will be able to build a supreme-eye-candy map
in just 2 or 3 days (as I did in Torment & Torture ;)). Also if
you have some of these tricks in your mind, the developement of your maps
will still take weeks and months, it's likely that they will take even
more time then ever before, but believe me, the results will speak on
their own!
In this part of the article, I will show you some of the editing
standards, I use in my maps to achieve a high sector/linedef/vertice count
and thus a high level of detail.
At the beginning you have
to know, that everywhere, where you just have a plain wall, a plain room,
a plain floor or ceiling or a plain scenery at all, there is a lot of
space for detail and that's a big problem, new mappers have: Many areas in
their maps - whether it is a indoor arena or an outdoor scenery - seem
empty, without any effort put in because they mostly consist of 1 - 5
sectors. Often this has nothing to do with lazyness, it's just a lack of
knowledge. New mappers don't know how to fill their rooms with detail,
because they don't have enough experience with what can be done. But with
a few easy steps, you can do sth. about it, just take a look at the
following possibilites:
|
It seems that the particle fountains ...
It seems to me that I am not alone in...
Yeah...Well I did like the gameplay a...
I really need to commend you, good jo...