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[Mapping] The Art of High Detail - Introduction PDF Print E-mail
Tuesday, 14 November 2006
Article Index
Introduction
The Bordering
The Light Sources
The Advanced Gates
The Flat Sectoring
The Power of Terminals
The Broken Brick
The Realism of Bridges
The Sparkling Sparks
The Carpets
The Ceiling Structures
The Sector Corners
The Crates
The Outdoor Areas
The Cracks
The Pillars
The Light
The Light Gradients
The Window Design
The Love for The Detail
The Demonstration
The Final Words
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: