Mapping tennis - Guidelines
Posted: Tue Dec 13, 2011 4:48 pm
by DagF
"One person has the map at any time, he is not allowed to delete/completely change other parts and otherwise can do whatever he wants."
Additional gudelines or whatever i should call them
Additional gudelines or whatever i should call them
- Spoiler: show
- A friend of mine came up with an idea i like very much so i wrote down a few guidelines or directions on what i think could work.
I will update it and change it some when i find things to change or get new ideas.
If there is some suggestions please comment and ill update the guidelines.
Thanks for your time
Mapping tennis - Guidelines
An idea by Mr.Siim
Guidelines by DagF
1st phase – Organization (max 1-3 days)
A team of 2-10 mappers group together and thing out a theme and what kind of map you are
going to make(jump map, frag map, fun map or anything else). If you decide to make a frag
map select one or two members to work out the layout. Let the other mappers overview the
layout and come with suggestions until everyone is happy with the layout. Then let one of
the mappers make the layout with big brushes and let the rest of the team overview it.
It’s important that everyone is more or less happy about the theme and layout as this is
just for fun.
If you end up fighting each other then put radiant away for a while and figure out the difficulties.
I DO NOT want this idea to make fights between fellow mappers.
You can use a locked forum to share the map files and make sure you keep a copy of the last one at all times.
It will be interesting for other mappers and see the progres as well so if you post screnshots and updated in an publick topic as well i know there would some interested mappers out there.
You can use a sharing box like dropbox if necessary.
2th phase - Building ()
When the layout and theme is done it’s time to start building. It’s important to make a list for turns.
Each mapper get 24 hours before he have to hand it in. This will have to be organized so everyone
get during a weekend and so on. You decide yourself.
The first mapper get the map made out of big rough brushes and he starts making a part he decries.
He will only make this with brushwork models, and real textures will be added later.
When the 24 hours have passed he has to upload what he has done.
It is nice if you upload a screenshot and a short comment on what you have done with it.
Make sure you DON’T change any other mappers geometry too much except for making the parts fit.
This can be arranged later to make the parts fit better so don’t mind it too much.
Just have respect for the mappers you are mapping with.
3th Phase - Style merging
When the map is fully build it’s time to merge the styles. All mappers have their own style of mapping
so there will be different styles. Try to merge this together as good as possible. You will also merge
the parts together making the map more like one part than it was before. When the styles and parts
are merged together cover everything in caulk.
4th phase – Texturing
When the brushwork is done and cover in caulk then it’s time to texture the map. I think the best
to do here is have one or two of the team texturing while the rest of the tem find and make
textures and shader for the textures. This is something you should figure out between each other.
5th phase – Adding models
During the other phases there is room for some modeling. In this phase you simply just add the
models that fit the map. Ether it is models the team have made or models you have found somewhere.
Remember it’s important to clip the models with playerclip or weaponclip after what fits.
During this stage it’s also important to clip small brushwork to get better flow in the map.
6th phase – Lightning, lightning, lightning
I’m not going to tell you how important lightning is, so I will just say that this is something max
two of members of the group should work with. Make the lightning fit the theme and the map.
7th phase - Testing