Starting With Authentic Restrictions: Difference between revisions
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Rule 1: Do not tell people what you are doing, or what you are thinking of doing. Do not let step 1 be a waste of your energy. | Rule 1: Do not tell people what you are doing, or what you are thinking of doing. Do not let step 1 be a waste of your energy. | ||
Understand what inspired you and say it out loud. | Create and login to your MapSpawn Wiki account and create your maps page. | ||
Begin recording your mapping chronicle, copy and paste these questions and answer them. | |||
Understand what inspired you to produce a map and say it out loud. | |||
Choose your maps paradigm ie: Dust, Office, Assault, Oilrig | Choose your maps paradigm ie: Dust, Office, Assault, Oilrig |
Revision as of 17:21, 3 February 2024
Capturing the charm of an original game like Counter-Strike means you have to impose the same set of restrictions onto yourself as you develop your map. The restrictions can be removed when your Goldsrc version of the map is complete. It may be very tempting to create "freedom", but a map created with total freedom provides none in return.
The following authentic restrictions are recommended:
Rule 1: Do not tell people what you are doing, or what you are thinking of doing. Do not let step 1 be a waste of your energy.
Create and login to your MapSpawn Wiki account and create your maps page.
Begin recording your mapping chronicle, copy and paste these questions and answer them.
Understand what inspired you to produce a map and say it out loud.
Choose your maps paradigm ie: Dust, Office, Assault, Oilrig
Choose your maps game mode ie: Defusal, Hostage, Assassination, Fight Yard, Aim, Surf, Training
Where in the world is your map going to be located?
What colour is your sky?
8 Textures with 8 unique colour predominancy, including sky
Represent the sky as 1 colour
No models, all prefabricated brushes
Low Key lighting, blance light and dark in harmony
3 second repeating loop sounds maxium, avoid realism and use abstraction ie: crickets, wind
Resrict design to accomodate VIS based optimization
Determine your maps lighting temperature
Each time you compile your map, take a screenshot from your Legrange Point
Add 20 units of sun brightness with each compile until the map is comfortable
Compile your map 8 times changing the sun direction 8 times with a -45 degree angle
Decide on a sun direction, compile your map 8 times again with different sun angles
Develop your Legrange Point Alla Prima
Determine a second Legrange Point
Determine your 1 predominant element for grounding (Cliffs, trees, sand, snow, water, leaves, ect)
Develop 3 pieces of modularity ie: Archeway, Doorway, wall piece
Decide on your name, make it universally recognizable and easy to pronounce
Add bots to your map and experience joy playing your map alone
Take 100+ screenshots of your map of various things that need alteration
Decide on Goldsrc ground textures by their footstep sounds above all else, make sure footsteps change with each different surface walked on.
Add a unique ambient_generic near but not in the spawnpoints
Come up with 6 callout names for 6 important areas on the map
Always remove a ladder if it can be anything other than a ladder ie: staircase, ramp, jump crates