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Posted

Yeah, I guess we're still old school in that we designers build the levels (good old brush work). We just put in requests for models and textures we need.

Building process....I guess I get an idea for a layout and kind of sketch it out in Radiant, just rough it out with blocky masses or prefabed buildings from other levels to get a sense of size and distance. Then run around it in and see how things look. Then check it in and get people to play it so you can see how it holds up (and not listen to the wise-ass's telling you it doesn't look done)

Theres more to it but that is the start.

Posted

Pretty cool videos. terrain texture too repetitive though

But tell me, how much of the original idea translates into the final map? It seems that the first sketch was just a place to start, since apparently a lot of routes were added around it. And what's up with that picture in the background?

Posted

Picture in the background?

That sketch was the main street. I had DOD in mind when I drew it. I wanted a map the pushed each side right at each other. I ended up adding in the other routes because of how our core spawning works.

Posted

Looks very much like something you'd expect outta a CTF like map, very symmetrical.

However those extra side paths around the map (Inside the building on the right, around the wall on the left) definitely makes a big difference.

But that is the thing, I cant do anything by simply picturing it on a piece of paper and then have the be the definitive layout to rule all layouts. Iterations ftw!

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