1. Creating
the 'flow geometry'.
I start a map
by creating all the geometry that makes up the flow of the map.
As each brush is created, generic textures for the floors, walls
and ceilings are applied to the respective surfaces. This allows
for easy realignment of textures after vertex editing and/or scaling.
I try not to get side tracked into adding decorative details at
this point (though I will sketch a really good idea on paper for
implementation later).
During construction
I add what I call interim lighting - these are just
lights with default settings placed in the map - and a player start
point so that I can wander through the map in UT. This way I can
check that playing space is appropriate, without having to wait
for a long rebuild to finish.
2. Details,
textures and lights
Only after I
am happy with the flow do I add the elements that bring the map
to life. I will usually create decorative geometry at the same time
as I apply textures to the map. Ambient sounds, movers and meshes
are also added at this point. The map is usually zoned before I
start applying lights.
Once I am happy
with the details and textures, I select all the interim lights
and delete them. I then go through the map and apply lighting with
settings that are specific to the decorations, textures and intended
theme. The sky box is usually added last. This phase normally involves
a lot of play testing to check that the lighting levels are okay.
I will normally
try to give myself a break from the map at this point in the process.
Usually I try to take a day or so away from the map, though sometimes
I really have to force myself to step away for that long. This allows
me to come back to the map and review my work more critically
3. Weapons
and game play elements
Where possible
I try to place weapons, power ups and associated elements to promote
strategy in game play. It helps to have the geometry finalised before
doing this. Game play elements, such as CTF flags and defence points,
are also added at this time.
4.Path noding
As you are no
doubt aware, bot paths are dependent on geometry and game play elements.
So I tend to add them only after I have placed everything else.
After I have looked at and then tweaked the paths in UnrealEd, I
then load the map from inside UT and watch the bots play the map.
This often results in me going backwards and forward between UnrealEd
and UT, trying to get the bots to play the map effectively.
5. Tidying
up
Music, the screen
shot and level information are normally added last.
6. Beta testing
I find the opinions
of others invaluable because they can look at the map through fresh
eyes and quite often see things I have not noticed. I try to incorporate
as much of their advice for changes as possible because, more often
than not, they suggest things that everyone else will want to see
in the map.
7. Releasing
the map
There comes
a time when a shipwright must stop working and watch his/her creation
sail into the great unknown. The same is true of a map designers
work.