• REQUEST- Gmod Level Design Theory
    14 replies, posted
Nearly every other game type has very definite level layout, design, and a lot of theory that goes into the mapping process. A majority of theory found online relates directly to the game or style of game play in question Now looking at gmod level design, it is very hard to use these same theories for a simple builder minded gmod map. So I ask the great minds of facepunch: [B] What theories do you hold to when making a builder oriented map?[/B]
Well not me personally but pretty much everyone not on facepunch or a [B]Good[/B] mapping forum think that gmod needs more constructs and flatgrass remakes. Don't make stuff like that, come up with your own ideas.
I'd guess for a build map you want large open spaces, water, big skybox's, things you can build on e.g. rails.
We [U][B]DON'T[/B][/U] need levels that just have lots of space. I think GMod mapping theory should account for player behaviour in a vanilla build server with a new map, and even more planning should be used regarding custom gamemodes. First they explore various bits to see what's what, then they find a reasonably sized ([u][highlight]But not huge![/highlight][/u]) area that suits what they are looking to build. This is an important part of the map, make the exploration exciting (as exciting as exploring a map can be anyway). I will use the perfect example of gm_construct. It's a tiny map, but all the little corridors and rooms and the layout of the buildings make it seem much bigger and interesting to poke around in. You should aim for much the same thing. Perhaps terrain for vehicles, water for boats, and an area with a slightly higher skybox for aerial builds. Another consideration for this is a track if you know the map is to be used on a server that engages in a lot of racing or that the server will have enough players for this to happen of it's own accord. Another common element of GMod maps is a water/land mix. I agree that this is a great concept, but most use it so obviously that it's ugly and takes up too much space, such as when the land cuts off in a flat line and a giant square block of water begins. If you plan to implement water, which I highly recommend, do it more subtly, the perfect example being the lake in gm_construct. Water is important to builders, make appropriate use of it! [B]Possibly the most important currently lacking points of current build maps are detail and optimization.[/B] Now before someone rants at me that detail impacts performance which is vital on a build map, I realise this. However, if you can't offbalance a decent amount of detail with optimization (which no build maps seem to have beyond covering it in a func_viscluster and being done with it) then you need to read [url=http://optimization.interlopers.net/]this.[/url] A fairly easy to implement method of optimization to implement, areaportals, works absolute wonders for clientside framerate (knowledge from personal experience and tests) in a lot of common build server circumstances. When planning a build map it'd be nice if you worked in a way to non-suspiciously implement an areaportal separating two main activity areas, and shouldn't be that hard unless your map is a giant box. Thinking about the specific server or gamemode that pertains to you. if there is one, (i.e. making a map as a request for a server owner/coder/clan server) can go a long way if you want it to be perfectly suited. And, for a very important rule regarding gamemodes in general (because I can't address rules on mapping for all of them separately): THINK ABOUT THE GAMEMODE, PLAN, THINK SOME MORE, PLAN, PLAN, PLAN! Also, [u][highlight]PLAN![/highlight][/u] If any of what I've just said it bullshit feel free to rewrite it in a better way, I'm tired. Hope this helps someone though! :v:
[QUOTE=SnakeFace;22819812], and an area with a slightly higher skybox for aerial builds.[/QUOTE] Would it not be best just to make the skybox all the same height?
[QUOTE=Rombishead;22820045]Would it not be best just to make the skybox all the same height?[/QUOTE] Depends on your map flow, if it's split into several areas then probably not, seeing as the higher the skybox is, the less optimized it is.
You have some good points about level layout and optimization. [B]Now what are the communities view on architecture? How about some opinions with building on/near abstract buildings? [/B]
One more thing about optimization. People forget is to fade their props. There is no need to render geometry that you won't notice from a distance.
[QUOTE=Hostel;22824310]One more thing about optimization. People forget is to fade their props. There is no need to render geometry that you won't notice from a distance.[/QUOTE] Obviously this doesn't apply to [i]all[/i] maps, as some gamemodes actually need to see props from a distance. You wouldn't want to be cruising along in Spacebuild when SUDDENLY SPACE STATION and you crash. It would be handy for big RP maps.
[QUOTE=kano_donn;22823859]You have some good points about level layout and optimization. [B]Now what are the communities view on architecture? How about some opinions with building on/near abstract buildings? [/B][/QUOTE] I hate abstract buildings. At least in construct maps. The buildings should be somewhat linear, but have some sort of function associated with constructing.
Gmod design theory: mimic actual design theory to recreate realistic environments
Use your imagination to make them, don't copy styles and themes from others map!
Functional makes sense, Yet were playing gmod. The environment should be a bit open and not constructed. How should this play into the theory?
[QUOTE=Firegod522;22816368]Well not me personally but pretty much everyone not on facepunch or a [B]Good[/B] mapping forum think that gmod needs more constructs and flatgrass remakes. Don't make stuff like that, come up with your own ideas.[/QUOTE] Dat contradiction.
[QUOTE=kano_donn;22823859][B]Now what are the communities view on architecture? How about some opinions with building on/near abstract buildings? [/B][/QUOTE] Even though I would like people to go into a good amount of detail into their maps, in the architectural sense, I don't ever really see this happen. Buildings can have good detail and intricacy while still being functional, which would make them somewhat well suited for those Build RP kind of things.
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