-=Mapping Guidelines=-

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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-=Mapping Guidelines=-

Postby torus » Wed Sep 05, 2007 1:07 am

I think that one of the most important things that Nexuiz needs is better looking maps. Right now, many of the maps that nexuiz has are fantastic gameplay wise, but simply put look like crap. There are exceptions to this, and some that arn't that bad (MikeCTF for example may not look amazing, but it has some of the best gameplay around and looks very decent). The majority, however, look like they are made out of Legos.

Take Mentalspace. It has some great gameplay, but if it were a UT 2004 map, it would be not be random ass- floating platforms. They would have made it into, say (off the top of my head) two islands in the middle of a river of lava, with an immense mushroom growing out of each.

I think that several things can be done:

• Mappers need to deviate from the standard texture set, making their own to suit their map if necessary. They should also create normal maps for their custom textures.

• Mappers should apply their textures intelligently. An example of horrendous texture work is "Hourglass," which seems to throw any texture anywhere. I think that glaring neon colors are not the way to go. Textures should reflect the mood of the map.

• Mappers should, if possible, use 3d model geometry in their maps. Facing Worlds is a good example of this. They add nice variation, and gives maps life. Most importantly, they make a map less geometric (something that plagues many Nexuiz maps).

• They should approach their map making with a vision of a certain visual style and theme. For example, if their theme is gothic (although personally I think that there are enough goddamn gothic maps, for god sakes), they should use gothic themed textures, gothic architecture, gargoyle models, etc, instead of just making a dark map with bricks and spikes in places. Slimepit is a fantastic example of this done right (all of strahle's maps pretty much).

- On this vein, I think that some organic elements to maps, made with patch meshes and maybe some sprite vegetation (grass and such) would benefit enormously. I think tZork was making some neato organic textures, which he used in his competition map, that would help enormously.

It seems that what is stopping these things from happening are:

• A lack of decent modellers, or modellers who are willing to model for maps.

• Our mappers, because they are doing it as a hobby, don't have the time to devote to improving their maps visually. I don't know how this would be helped.

• Our mappers are not necessarily also decent 2d editors. They may not know how to make normal maps, or custom textures well.

• Mapping is not easy, and there is a lack of tutorials and such for doing the things needed, such as creating 3d models for use in maps, making normal maps/good tileable textures, and there are no stylistic guidlines for Nexuiz maps to fall in line with. For example, if you look at the Apple Developers section of Apple.com, you will see that there are visual guidelines that suggest how to develop software that looks "macos-esque" Perhaps there should be some suggestions like this as well for Nexuiz maps (ex. "how to make a gothic themed map" "how to make a tech themed map" "how to make an organic themed map."

In sum, I think that these should be long term goals for Nexuiz, so that it doesn't fade into obsolescence, or remain a niche game which only hardcore Quake gamers can enjoy. Thanks for taking the time to read another rant by your geometric friend
Last edited by torus on Sat Jan 26, 2008 12:26 am, edited 6 times in total.
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Postby TK471 » Wed Sep 05, 2007 4:16 am

I love playing Nexuiz (even though I'm still not that good at it), I almost think I had more fun making a map (and haven't had time to play much lately). It's probably close to the 'lego' look you mention, but it gave me some insight to learning the basic tools. I have ideas for another map already ( a couple actually, including one that could be a CTF or KH map), but I think this one's going to be slow going, as I learn more shader techniques, and possibly sort out some more complex geometry modelling (if I can get my head wrapped around blender too).

I didn't even know about normal and gloss mapping until you made those for 'tk471dm1' (I'm that far out of the gaming loop), but it sure makes things look better.

Perhaps there needs to be a 'Nexuiz' dedicated tutorial steps (and who has time for that?).

A couple ideas that have helped me out:

-Make a 'test_shaders.pk3' map, that is nothing more than a room full of different shader and textures.
-Build geometry in a map file and save the selection, you can import this into another map (I created my ladders that way, just to see how the import would work).

ok, maybe that's some basic stuff people already know, but it helped!
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