I’m happy to say that this is blog did not fall into the depths yet.
I’m still working on stuff which has a possible release date in somewhere 2013.
Life has really kept me busy, working fulltime really puts a large cut through my spare time which I also invest in my other hobbies such as drumming, and playing guitar.
Between the months of Oktober and December, I have made about 35 BSP layouts, from which, almost 4 or 5 came out tastefully enough to push through as a decent map. Although I’m really improving in decorative BSP and ways to polish a map, I lack any inspiration to come up with decent layouts.
I looked at many good BSP layout maps. One of them really stood out for me. I took a long look at Cr4zyb4st4rd ‘s map WAR-Flux. This medium sized warfare map is about 95% made of BSP, and a ton of inspiration for a favourite BSP mapper like me. Cr4zy’s spend about 2 months on this map with approx 8000+ brushes, and result is stunning. The geometry is very well made, and its just fitting in every room or place in this map, while remaining the clean HOLP look. Why I looked at this map? All other HOLP maps are great too, but this is so far the only HOLP BSP in the mode Warfare. So, while I lack inspiration to come up with a layout, this was the main aspect why I opened this map in the editor.
Cr4zy showed me different pics of the early layout, and earlier visual styles as well. Its really fun to see how these aspects have evolved in the development of the map. In the end, It all comes down to “How to make a map / the planning aspect” I guess. Cr4zy must have made an incredible ugly version of this map, and post its layout as an alpha, just to get feedback from other mappers and experienced players, in which layout obviously comes first.
I find inspiration in planning and the layout by looking at how other mappers “plan” a map.
It seems gameplay is always number 1 in a map, while visual aspects pretty much always remain second. What does that summarize? A great visual map could be eyecandy for the eye, but if it includes many gameplay issues which have not been fixed before a map reached the Beta or RC fase, its almost inreversable because of all the changes that have to be made.
I have learned from above mistakes and I’m certain that It will only come to good as me as a level designer. We were all noobs in the beginning. Thanks to all the feedback from UOF (Unreal Old Friends team), which are always prepared to provide feedback and help you where possible. Big shoutout for them 🙂
Thanks for reading.