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legacy-NinjaMonkeyUK
06-22-2006, 10:13 AM
Hi everyone. Its been a while since I last released a map & I've been thinking about making another one recently after having just got back into playing UT 2004.

I've had a break for various reasons including some pretty big Real-Life issues, but recently I've got back into playing the game and have been trying out some of the latest map releases.

Its given me the urge to try my hand at map making again. I know that I can do better than my last map. The last map I made and released was DM-UCMP-RancidMetal which was absolutely ages ago.

The one thing I don't like about that map now that I play it again is the flow. It seems too connected I think. Firstly I am going to just create a BSP map and work on the flow before I start any decoration so that this time I come up with a decent layout.

To get to the point of this thread, I am interested to know where other mappers get their inspiration from. Are there any decent Websites which show architecture, such as photographs of buildings or things like that?

On the technical side of things I am fairly competent when it comes to UnrealEd, but I lack the imagination for actually creating something unique, which really annoys me.

I guess I'm just asking if anyone knows of any decent photography sites which show interesting building architecture which I could work into my new map.

It will be a DM map (the only gametype I really play) and would probably be for 4-8 players.

Thanks in advance. :)

legacy-o_0
06-22-2006, 02:26 PM
Opacity.us has lots of pics of abandoned buildings. You may or maynot need permission to use them. Also google is always a good place to search. Never know what you might find there ;)

legacy-Panther37
06-23-2006, 01:51 AM
Life. Go take a trip. Maybe it's easy here since there are a bunch of cool military buildings from the 40s on up. I'd just say bring your digicam and go looking around. Hit up the library and find some architctual magazines. I try and inspire my maps off of gameplay first though.

legacy-Ryandar
06-23-2006, 06:06 AM
http://oboylephoto.com/

This site has some great photo galleries. Lots of dirty, industrialish stuff, which everyone knows is the best theme anyways.

As for layout inspiration, I seem to be one of the few advocates of "keeping theme in mind when designing layout". For example, the map I'm currently working on started as a theme. I knew what style I wanted, and what effect I wanted to achieve, and the layout was "fitted into" the theme afterwards. Even gametype was defined by the theme.
I'll admit, that's probably a fairly "extreme" example of taking theme into consideration, but I still think that in general, keeping theme in mind during layout construction leads to a better execution of the theme.
Say you want to have a gothic church theme. During layout you might make some of the rooms really high, and add pillars into the layout. Or you could let your layout be influenced by the "layout" of a church. Otherwise you risk ending up with a Q3 theme, where it all looks very gothic, but... what is it? Making a map immersive relies on more than good meshes and textures. You should strive for a certain logic in the construction of the environment as well. Of course, gameplay reigns supreme, but the trick is to combine both.

legacy-ShredPrince2
06-23-2006, 06:57 AM
IMO Layout is most importaant.

So I try to comeup with something that will promote fast gameplay, or maybe slow if thats what you want.

Anyways....

my approach is to get a floorplan in my noodle or on some grid paper, then go about making some BSP using ONE FREAKING TEXTURE.....like something real non descript.

Then I'll pick a theme based upon the maps flow.

IMO the other way, at least for me is bass ackwards.

BUt i tend to think backwardly in odd ways etc.

Put it this way, I've seen a million and one FREAKIN g fantastic looking maps, that play like ass.

Take a large portion of CBP2. All freakin great, but there not designed for gameplay and you can tell.

Sometimes I feel like the only one who actuall designs around gameplay.

THats my 2 cents....
I think each has there own way that works for them

I also belive in most cases, less is more...like map size.

Look at the best maps out there, what so great about them, usually it's a realtive amount of simplicity.

legacy-thinkingfeller
06-23-2006, 02:14 PM
to learn more about flow:

http://wiki.beyondunreal.com/wiki/Map_Flow

http://www.promode.org/maps/guide/