View Full Version : [TIPS] What adds Detail to your map?
Swift
11-04-2007, 03:49 PM
This topic functions as a quick reference to help you add more detail to your map.
What adds Detail to your map?
Pick what you need!
Get inspired!
Pimp it!
The ovious are:
- models
- overlays
- decals
- func_detail entities
- trimming brushes
- scale
- layout
- good lighting
- sounds
- surrounding areas
More specific ideas:
- waterpipes/tubes
- vents/shafts
- shimny
- spiderweb
- trash lying in less traveled corners
- doorframes
- girders
- I-beams
- molding
- rafters
Please feel free to add to the list(s).
Tip: place a piece of paper next to you while you map. When you have a detail idea, write it down and add it to this list after a while.
Thanks a bunch.
Maj.Woody
11-04-2007, 06:32 PM
in addition to all of the above, adding realistic touches like trim peices being slightly sagging from age, or trash lying in less traveled corners things like that can really add to the detail.
wolferey
11-04-2007, 07:46 PM
Another thing is a consistent (sp?) design. If you are working on making a clean medical lab type map, adding details like trash bags and empty bottles and stuff will work against the design. Stupid example, but there are many beginner maps out there where these stuff ain't thought about, they think that more details means a better map, which isn't always the case.
Also, think about scale, lighting, sounds and layout. Water can add to gameplay because people can hear you splash around before you enter a place, light can make you cast shadows which tells your just around the corner, and overall good lighting and layout makes for a better map. Study some of the old TFC maps, or even unreal tournament, quake and other multiplayer games which has team deathmatch, capture the flag etc.
Figure out why the level designer did this particular layout, what he thought about. Why was those crates added on that spot, does it bring cover or a visibility block or was it just for detail. Perhaps it is a nice spot for a spy to hide between while changing disguises, or to load up cloak? What makes dustbowl or 2Fort good? Many good tips to find from other mappers and trying to think like them when playing todays classics ;)
spaceweasels
11-04-2007, 09:40 PM
Well, I guess I'll go with the obvious one. Texture placement.
Partially, it's about aligning your textures properly one to another, but also creating transition when going from one type of texture to another.
TheBladeRoden
11-04-2007, 11:58 PM
Here's some stuff I picked up while gazing around the Valve TF2 maps
Got a big bland and boring wall in you map? (and I know you do, mappers! You know who you are!) Well why not turn that wall into a fence or window and make a nice little diorama behind it? This creates a the sense of a larger world out there beyond the confines of the gameplay arena.
http://students.uww.edu/RodenJA10/tips1.jpg
Presto! The Engineer babysitting his SG now has something interesting to look at.
http://students.uww.edu/RodenJA10/tips2.jpg
The intel room is now part of a functional base of world domination instead of a random bunker with no other purpose than to hold that one item. Try to ignore the missing desk and cubemap errors.
Other good examples of this include the sides of the bridge area and the sides of Granary.
http://spokaneteamfortress.com/hosted/tf2_2fort.jpg
http://botman.planethalflife.gamespy.com/monster_2fort3_big.jpg
--
Putting lots of props in your map can start to clunk up the ease of movement (as I have a perpetrator of in the past), so an alternate idea is to create little alcoves for them. Look around the maps and you'll notice props snuck into lofts and under ramps and whatnot. Instead of fences everywhere, you can stick em behind a noclip, as long as it doesn't break believability.
http://students.uww.edu/RodenJA10/tips3.jpg
--
http://students.uww.edu/RodenJA10/tips4.jpg
Doorframes, girders, I-beams, molding, and rafters! Another good way to break up the monotony.
--snip--
those are immensely helpful screenshots. thanks.
spaceweasels
11-05-2007, 08:17 AM
Adding details is essential. However, map makers should also get used to using clipbrushes. If you look at the Valve maps, you'll see clip brushes running over most walls.
What a clip bush does, it acts as an invisible wall. When you have a lot of frames or junk lying around, using a clip brush will help avoid players getting stuck.
Vetta2000
11-05-2007, 03:55 PM
Anything that shows or adds history to the environment. Who uses this place? What era is it in? When did they use it? What did they use it for?
Structural detail, or construction history makes a better environment too. Consider how things are built, what do you see at every doorway? A structure around it. Pillars, arches, anything that will make the environment your in feel convincingly real.
Doorframes, girders, I-beams, molding, and rafters! Another good way to break up the monotony.
Vetta2000
11-05-2007, 03:57 PM
Adding details is essential. However, map makers should also get used to using clipbrushes. If you look at the Valve maps, you'll see clip brushes running over most walls.
What a clip bush does, it acts as an invisible wall. When you have a lot of frames or junk lying around, using a clip brush will help avoid players getting stuck.
Do you mean a collision mesh type of thing?
Its amazing how detailed the valve maps really are if you look at them, since they have that hand drawn feel its easy to fool yourself into thinking theyre easy and simple.
Alexforcefive
11-06-2007, 08:48 AM
Do you mean a collision mesh type of thing?
Make a brush and texture it with tools/playerclip. It's invisible in-game but players can't move through it. If you look on some of the official maps, they round off most of the corners in the level with a playerclip.
Also when establishing a theme for your map try to vary the texture/detail of different sections of your map based on location. Use some similar texture, geometry, or models to tie the areas together but by varying the details for each area you make the map easier to learn and more interesting.
2Fort is a great example of this each area of 2fort has its own unique texturing or features that blend together through reuse of some textures, models, and obviously color schemes even within a single base.
A similar but unique look to each area will go a long way to improving both the game play and look of your map.
Novacane
11-06-2007, 11:00 AM
Also when establishing a theme for your map try to vary the texture/detail of different sections of your map based on location. Use some similar texture, geometry, or models to tie the areas together but by varying the details for each area you make the map easier to learn and more interesting.
2Fort is a great example of this each area of 2fort has its own unique texturing or features that blend together through reuse of some textures, models, and obviously color schemes even within a single base.
A similar but unique look to each area will go a long way to improving both the game play and look of your map.
Yeah this seems to be a very important detail which tf2 portrays.
I like to think of it as:
Red = wood / brick / farm equipment / beer kegs
Blue = metal / concrete / big machinery / smoke stacks
And a nice blend towards the middle of the map to let players know exactly where they are in relation to the main "bases" of the map.
Nothing worse then going the wrong direction away from the action.
Ziggurat
11-07-2007, 06:53 PM
Here's some stuff I picked up while gazing around the Valve TF2 maps
where are those pics from? is there an old test version of 2fort deep inside the .gcfs?
TheBladeRoden
11-07-2007, 07:15 PM
where are those pics from? is there an old test version of 2fort deep inside the .gcfs?
Nah, those were my alterations.
Snipergen
11-17-2007, 07:12 PM
Its amazing how detailed the valve maps really are if you look at them, since they have that hand drawn feel its easy to fool yourself into thinking theyre easy and simple.
glad you say this. And than the llayout, gravelpit and dustbowl are amazing.
I wanted to add more detail to my map but how do you start?
My main problem i don't know all the models in my head so what is the best method:
Find your empty wall and start searching for props and adding brushes.
Or start searching models and start placing them on places that you think they look good?
Snipergen
01-31-2008, 06:24 AM
I write some props down that i need, if i dont find them, i make them. Also, if you see a prop in a map, write it down if you think it would fit in your map. It's a process that takes time, and placing props in places they dont fit, make your map feel too forced.
I write some props down that i need, if i dont find them, i make them. Also, if you see a prop in a map, write it down if you think it would fit in your map. It's a process that takes time, and placing props in places they dont fit, make your map feel too forced.
If only I could model... :( I envy you.
ZargonX
01-31-2008, 10:19 AM
Yeah, unfortunately I'm not a modeler, so I have to go with the creative uses of pre-existing ones as best I can...
Narkissus
01-31-2008, 10:56 AM
They really need to add more blue textures and props,
its hard finding good textures and stuff for certain areas that also keeps the feel of "BLU"
Remix
02-28-2008, 04:44 PM
They really need to add more blue textures and props,
its hard finding good textures and stuff for certain areas that also keeps the feel of "BLU"
Dude, thats is exactly how I feel. Half of all the textures really support red, and there are only metal textures and one or two concrete textures that support blue :mad:
Paria
02-28-2008, 05:05 PM
its quite interesting the amount of textures used in the valve maps for blu that people have already pre-determined in their heads are red bases only - in granary and 2fort for example there are wood textures used throughout each base - the differences being the colours of the wood textures to set the theme, blu bases have alot of dark wood as trim and in reverse red uses the white wood textures.
They really need to add more blue textures and props,
its hard finding good textures and stuff for certain areas that also keeps the feel of "BLU"
The train model is only available in red.....thinking about modifying the texture myself to make it blue :blush:
The train model is only available in red.....thinking about modifying the texture myself to make it blue :blush:
Did you try changing the train's "skin" property in the Object Properties window?
Did you try changing the train's "skin" property in the Object Properties window?
Yes. There are no other skins for it :)
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