Progress and some issues.

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.

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2 thoughts on “Progress and some issues.

  1. I know what you mean about a lack of time for all your hobbies. I’ve been dying to try my hand at mapping for UT3 but can never find enouhg time to finish the training videos. Then I see new maps like yours get released and i get excited all over again. I wish I could just take a a few months off from everything. Anyway, I’ll keep an eye on your blog and probably learn a thing or two about level design.

  2. Hey Wizd3m, thanks for responding.

    The guys at UOF might be a great way to start for you as a level designer. I just recently joined the crew for sirious mapping about 6 months ago, and with all the feedback and help from those experienced mappers I was able to improve very much in understanding the editor. If you have any questions, just post it on the UOF Forums and we will try and help you were we can 😉

    Thanks for the following. Ill follow yours too. Interesting reviews 🙂 Cheers.

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