Wednesday, August 6, 2008

Design, design, design.


Specifics on the map:

-CTF with 2 intelligence briefcases. One is outside of the base (while not being too easy to cap, it will be considerably easier than cap 2), and the other is deep in the base.

-Map is symmetrical, very similar to 2Fort

-Once you cap the outside case, the interior one is able to be capped. Cap the first one, then the second. In this way it's very similar to CP games, and is intentionally set up that way to be a unique blend of CTF and a CP Dustbowl stage.

-Respawn rooms will be halfway between capture zones for each base and do not change. This way, the teams have enough time to get to and defend each point.

-capture zones for the moment, are where the home teams' briefcase is ala 2Fort. If the journey is too long for the final cap, I will move the second cap zone up a bit.

For whatever reason, most TF2 maps suck. Half of the time, it's because the person just felt like making something simple and stupid to mess around in with friends, or as a joke. The other half are serious about it, and fail to think about all of the different aspects of map creation. Not everyone is in it to build a portfolio up, but I am. Though I'm an artist and mainly focus on visuals, I also want my map to be fun to play as well as pretty to look at. Let's treat it like this: Valve told me that if I make a great map, they'll hire me. I'm gonna work my fingers to the bone to make sure that my map is the best ever created. I want this map to fit right in with everything that Valve has released up to this point. Nothing wacky like Mario Kart, but something that fits within the TF2 universe. There are several aspects of design that Valve utilizes that I will also:

1) Environments are minimal. Textures are less detailed and realistic and modeling is conservative so that the players focus on each other, rather than being distracted by complex surroundings.

2)All textures are hand painted, in an expressionistic style. I will look at reference, but everything will be fresh out of photoshop, no photographs. This will take considerably longer, but is good exercise.

3)Conservative lighting, gotta watch that lag.

4) Since it's a ctf level, keep it small. No one wants to run forever back to their base with the intel.

5)Fun for all classes. I want this map to be fun for anybody, no matter how early or late in the game. Places to snipe, places for spies to hide, places for scouts to access, places for sticky and rocket jumps, places for sentries, and a good balance of open and closed areas for pyros.

6)Many routes to go throughout the whole level. More routes to defend makes everything more unpredictable.

In regards to things I will do differently than Valve, there are a couple. I'll use 2Fort as a case study. 2Fort is:

1)Too hard to cap. games last forever. Make games more speratic. shorter games, with easier caps. Second cap is not as buried in the base too far, making it a shorter journey. I think this was the main cause of long, drawn out games.

2)Has only one area good for sniping. Mine will have two main areas, located around each cap.

3)Physics objects: do they even matter? I noticed this in all of the valve maps. There are only a couple of these in each, and they are just bottles and cans. Nothing of interest. I actually had to pause and think about whether or not TF2 has physics objects to begin with. I know it's to prevent lag, but should there be any at all, if it's barely noticable? No physics objects for me.

Finally, I'm sure that I should show some pictures and stop talking, right? The one with tons of orange shows that I've only focused on spacing and rough shapes. I currently only have two textures. One for the outer "no-leaks please" box, and one for the actual level.

CTF_Platform: A Team Fortress 2 Map

Okay, so I've decided to give this whole blog thing a try for my next project. I'm making a Team Fortress 2 map, and my postings will be for showing progress through time. I'm sure more people will see this once the beta for the map is up and hopefully people will be playing it, and I can get some feedback. As for a time frame, there is none. I'll take the approach that Valve and Blizzard take and say that it's done when it's done. I don't want to take forever on this, but at the same time, I want the quality to be as good as it can be. I would like to have this and a single player map (using another engine) done by the fall of 2009, which is when I will hopefully be moving to a larger city with companies that I can show my demo reel to.

Here's a rundown of my process:

1)Build a prototype in Hammer that represents proper spacing and collision for the level. In other words, no art at all, just for gameplay sake. As I'm doing this, I will be thinking about concepts. As of now, I'm calling the map CTF_Platform.

2)Think out conceptual props, structures, and ideas, and adjust the level to meet such things. If I nail it just right, I'll be able to make the environment look interesting while keeping the original spacing intact.

3)Add details such as decals that point the players in the right direction, and that avoid any confusion as to where to go.

4)Work on functionality. Add the intel, set respawn times, round times, invis walls, etc.

5)Add placeholder textures that make it clear what is what, and which base is which. Still no art, but enough to not hamper anyone's experience.

6)beta release: Give the beta map to servers and see what happens.

7) Adjust the map based on feedback, while adding in art to make the level more enjoyable and immersive. The only pre-existing textures and models I will use will be for respawn rooms and guidance signs.

8)optimize the level and release the final version to servers.

That seems pretty far off :)