Originally posted by DagF
Ben @ http://benb-design.net/ have written a bible(tutorial/summary) about multiplayer layout.
If you havent read it. Do so.
http://benb-design.net/
It is not okay to reply this topic with any kind of tl;dr. Keep thise comment's to yourselfe.
Ben's Small Bible of Realistic Multiplayer Level Design
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Originally posted by Rayne
I've read it and i like most things he wrote there. But i can't help to sense the CoD, Crysis, BFBC2...feeling in it.
His guide is very useful but i think it can be applied more in those games than in UrT, solely cause those games all share similar pace while UrT is so much different.
Best example is the part where he explains the difference between short, medium and long range battles.
In UrT snipers are almost as useful in short range as they are in medium.
I've read it and i like most things he wrote there. But i can't help to sense the CoD, Crysis, BFBC2...feeling in it.
His guide is very useful but i think it can be applied more in those games than in UrT, solely cause those games all share similar pace while UrT is so much different.
Best example is the part where he explains the difference between short, medium and long range battles.
In UrT snipers are almost as useful in short range as they are in medium.
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Original post by MajkiFajki
Yeah, but this is 50 pages long article - and he has 100% right, when he says:
Also - there are very few articles about layout - that's why we have beautiful mazes on the custom maps "market"
Yeah, but this is 50 pages long article - and he has 100% right, when he says:
I have worked with a lot of different level designers, from absolute noobs and MOD mappers to
professional designers and some who just thought that they're professional. A lot of them work
without a real schematic system and if they created a good map, more often than not, it was
down to good luck rather than skill.
Also - there are very few articles about layout - that's why we have beautiful mazes on the custom maps "market"
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Original post by Rayne
I didn't say it's bad or useless. It in fact is excellent and extremely useful.
All I'm saying is, read it, understand it, and then use your head to interpret and translate the info properly.
Don't follow it down to the letter otherwise you might end up with a map that would play fantastically in CoD.
I didn't say it's bad or useless. It in fact is excellent and extremely useful.
All I'm saying is, read it, understand it, and then use your head to interpret and translate the info properly.
Don't follow it down to the letter otherwise you might end up with a map that would play fantastically in CoD.
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Original post by MajkiFajki
Of course.
But finally I understand, why Dust2 is played over and over by zylions of peaple around the world.
I think we could start some topic here focusing only on layout - specially bomb mode:)
Of course.
But finally I understand, why Dust2 is played over and over by zylions of peaple around the world.
I think we could start some topic here focusing only on layout - specially bomb mode:)
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Original post by Rayne
Sounds good to me, added a section named "layouts" and moving this topic there.
Sounds good to me, added a section named "layouts" and moving this topic there.
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Originally posted by DagF
Thank you so much guys
Layout is something I fairly new to and as you saw of my last try i'm a bit to bound to system.
Works well in my head, but only there.
Thank you so much guys
Layout is something I fairly new to and as you saw of my last try i'm a bit to bound to system.
Works well in my head, but only there.
Re: Ben's Small Bible of Realistic Multiplayer Level Design
Original post by MajkiFajki
As far As I can see - layout is the only thing You can't download or copy - You have to learn it.
As far As I can see - layout is the only thing You can't download or copy - You have to learn it.
Re: Ben's Small Bible of Realistic Multiplayer Level Design
you can copy it - but then it's all copied
I tried on some (all wip) maps to adapt a layout, but I still always want to create something "New".
That's why I read that bible - and try to design the layout of my map(s)
I tried on some (all wip) maps to adapt a layout, but I still always want to create something "New".
That's why I read that bible - and try to design the layout of my map(s)
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Re: Ben's Small Bible of Realistic Multiplayer Level Design
This probably needs to go in the wiki and the wiki needs a level design section.
If anyone is interested in googling for layouts - previous ideas, good ideas it would be nice.
It would be nice to just be able to browse through a list of design ideas and pick one as a base for your map.
I'm sure there was once a website where you chose your gametype and it generated a random map, it wasn't for urban terror specifically but it might be a good idea to have something like that here.
If anyone is interested in googling for layouts - previous ideas, good ideas it would be nice.
It would be nice to just be able to browse through a list of design ideas and pick one as a base for your map.
I'm sure there was once a website where you chose your gametype and it generated a random map, it wasn't for urban terror specifically but it might be a good idea to have something like that here.