![]() Where bridges would connect the two areas and work as "tier-gates". I then sketched up a basic layout with a pen and paper and reworked it a few times, and then made a photoshop mockup.Īs you can see, my initial idea was to have a great canyon, basically splitting the map in two. I also thought that the new city prefabs would be right around the corner, and wanted a few of those. I wanted some signs of battle and a stronger post-Apocalyptic, sci-fi feeling.Īnd I wanted some ways of "gating" the players from just running straight there as new spawns, forcing them to "level up" in each of the different zones before getting good enough gear to move deeper into the map. For Terra Nova I knew I wanted some sort of "end-game" area, an army base or a real airport of some sort. Some love and manual design is going to be what separates a good map from a mediocre.įirst of all I dream up a few concepts. And while mapmagic will probably take you far on the "general" production of the map, and save you hundreds of hours in manual placement of rocks and also take care of creating beautiful splatmaps that control which textures are used where on the terrain. These steps are from before they started using Mapmagic to create procedural maps - But I think some of the general idea of planning a layout and concept would be the same. Other people will have their own ways of doing things, and you'll also have to find your own solutions and techniques. This guide is an overall guide into how I work with maps. Mapmaking is not a quick and easy process, Terra Nova took me allmost a year, albeit I started not knowing anything about unity and had some bad crashes along the way that forced me to restart a few times. You'll have to be prepared to spend hours looking at youtube tutorials and articles on that yourself. This isn't meant as a full, detailed tutorial on how to use unity, the sdk or the tools you'll need to create assets.
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