Progress on my Left 4 Dead 2 survival map is continuing. I am experimenting with lighting and fog effects to get it just right, before I continue on the construction. I want the map to feel dark and gritty. I thought, as I don't have alot to say today and I can't show any pictures, I would explain some of my thought processes when I create a new map.
Unlike most people, I generally start my map with different shades of generic concrete instead of dev textures or one single texture. This allows me to better see trims and edges as I map, and I usually texture as I go to save my time later. This increases the time it takes to finish geometry, but I do not have the attention span to focus on a single object or task at any given time. If I give myself many things to work on in the same map, then I can jump between them, keeping my inspiration fresh. This method wouldn't work for many people, but if I didn't work this way, then my attention would falter and I would grow bored.
I will admit, I am a prefab lover, especially when it comes to generic or repeating items. For example, I have a map full of duct prefabs when when I map for Goldsource. I use the official Valve maps to copy pre-built buildings to fill my street. I do create my own, of course, but it saves a great deal of time, and because most of them are outside the playable area, it doesn't affect quality.
I also enjoy my secret areas. I have already added one to my L4D2 map, it's not strategically defensive, but it's a bit of fun and some extra supplies can't hurt anyone can it? That's why I am loving Quake again. Searching for secret areas is just the most fun I could ever have, so you'll always see them regulary in most of my maps.
I should have some in-game lighting screenshots for everyone next time, so I'll stop rambling now, but before I go, I would just like to say:
"ALL MUST CELEBRATE THE LLAMA HOLIDAY!!!"
Sunday, April 4, 2010
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