Quote:
Originally Posted by johnno56
Stompem,
Umm... I scrolled back to read your responses, and for some strange reason, they seem to have grown legs... lol
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Sry I thought you weren't interested because I publish in BHD and DFX2.
I started with CD versions of LW and TFD before I had the Internet.
Perhaps you can still find some of my rambling useful.
Quote:
This is how I do it.
What if?
I start by just putting some objects in a map - a player marker and 2 bots and just go from there adding objects as I go.
I get in the map and play it.
I go outside or somewhere away from the PC and sit down and think about it.
I go back and move things around until I get some sort of play going.... and the map starts building itself.
In other words creating random situations helps create and form ideas.
BTW I never use templates and seldom do the same thing twice, always starting from scratch with a blank terrain.
Point 2
Besides understanding why a building would be built here and not there, why certain vegetation may be present or not and how rocks form and other natural phenomenon occur I think the mapper should try to understand the principles of why things are different when everything is seeming composed of the same elements (as in nature).
Realizing that, I've developed a bit of a mapping philosophy which may help you.
A line (or road) from point A to point B is defined by the objects in it's path.
In the same way a random scenario is defined the conditions within it's scope.
As referred to above, both of these descriptions are composed of known objects and conditions but when simply randomized, they will always be different.
Point 3
Regarding Win and Lose conditions being limited in the editor, that's probably true but don't let that worry you because I think they're generally the same in the end when you look at the outcome, you win or lose.
Basically, all you have in the end is infil, mission exfil.
So I suppose it's what happens in between that makes the difference.
I think you can be fairly generic or unspecific when it comes to choosing the win and lose conditions and without using custom files like bin and wac.
This is because the player should know what to do according to how you lay the map out.
Most often people will know where to go and what to do without much guidance if it's a good map, remembering the premise of every scenario is basically already set.
IE
You are Delta Force etc...
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