Details: How valve do it
Part 1: Badlands
(Tips and tricks used by the pros)
Due to all the badlands hype and seeing as its quite a pretty map I thought I'd wizz around and see what they've done to make the thing so damn pretty.
This first screenshot shows off the skybox they have. Notice how as the mountains get further into the distance they become more and mroe grey? well I'd put money on the fog colour being somewhat similar to the colour of the 2d skybox texture. This holds true for any map, in any game. The fog colour you pick should be roughly the same as the colour of the skybox texture near the horizon. Think about it, when its foggy, what colour does everything get as its further away? what colour is the sky, at the horizon? If you answered both those as white then you are correct and understand the principle. pat yourself on the back.
This shot shows some simple ways you can block players from leaving the play area. Whilst it is clear that a demoman or soldier could jump over those fences they can't. And nobody questions it. On hydro there is a fence that is only knee high and nobody questions it. All that is needed is a visual barrier that divides the playing area (visually interesting) from the out-of-bounds area (usually quite visually bland, whilst having all the important things so that it dosn't just look odd) Whilst the out-of-bounds area is usually quite bland it has a few key details in it which stop it looking out of place, for example that dirt track, keeps going on through those gates, as does the train and track. Those lamps in the background aswell. little things like this keep continuity.
Some simple details here. A few tires sunk into the ground along with some foliage, rocks and I think there is an overlay on the ground under the plant as well.
The player will hardly notice these because they don't have to worry about them, they can run straight over them and they are never going to get snagged on them whilst running backwards away from an enemy.
This perfectly illustrates how you should never be afraid to tell the player where to go. You would think that three signs all pointing the same way would be too many, but no, it works just fine and players hardly even notice them. whilst the main brain of the player is busy taking in lush environments/killing waves of enemies/fleeing from waves of enemies a tiney little bit will see these signs and gently tell the main brain where to go next without the main brain even noticing.
This shot also shows a bit more of how small details are continued in the out-of-bounds areas. And although this area is only blocked off by chainlink fences, don't be tempted to only use chainlink fences in your map. Don't forget to vary things a little
Finaly (for now) this image shows where detail is needed. Detail is needed most WHERE THE PLAYER IS LOOKING That means around doors, around windows they might shoot from, any room with intel/CPs in, spawn rooms... You want to be putting details like junction boxes, clocks, signs, boxes etc where the player will be most often and around doors is a great example of this.
Thats all for now folks, I hope this has been helpfull. Now having said all this I must now go and put these things into practice
Edit: If you did find this helpful, don't forget to spread some love (in reputation format) by clicking the Rep button under my avatar
Part 1: Badlands
(Tips and tricks used by the pros)
Due to all the badlands hype and seeing as its quite a pretty map I thought I'd wizz around and see what they've done to make the thing so damn pretty.
This first screenshot shows off the skybox they have. Notice how as the mountains get further into the distance they become more and mroe grey? well I'd put money on the fog colour being somewhat similar to the colour of the 2d skybox texture. This holds true for any map, in any game. The fog colour you pick should be roughly the same as the colour of the skybox texture near the horizon. Think about it, when its foggy, what colour does everything get as its further away? what colour is the sky, at the horizon? If you answered both those as white then you are correct and understand the principle. pat yourself on the back.
This shot shows some simple ways you can block players from leaving the play area. Whilst it is clear that a demoman or soldier could jump over those fences they can't. And nobody questions it. On hydro there is a fence that is only knee high and nobody questions it. All that is needed is a visual barrier that divides the playing area (visually interesting) from the out-of-bounds area (usually quite visually bland, whilst having all the important things so that it dosn't just look odd) Whilst the out-of-bounds area is usually quite bland it has a few key details in it which stop it looking out of place, for example that dirt track, keeps going on through those gates, as does the train and track. Those lamps in the background aswell. little things like this keep continuity.
Some simple details here. A few tires sunk into the ground along with some foliage, rocks and I think there is an overlay on the ground under the plant as well.
The player will hardly notice these because they don't have to worry about them, they can run straight over them and they are never going to get snagged on them whilst running backwards away from an enemy.
This perfectly illustrates how you should never be afraid to tell the player where to go. You would think that three signs all pointing the same way would be too many, but no, it works just fine and players hardly even notice them. whilst the main brain of the player is busy taking in lush environments/killing waves of enemies/fleeing from waves of enemies a tiney little bit will see these signs and gently tell the main brain where to go next without the main brain even noticing.
This shot also shows a bit more of how small details are continued in the out-of-bounds areas. And although this area is only blocked off by chainlink fences, don't be tempted to only use chainlink fences in your map. Don't forget to vary things a little
Finaly (for now) this image shows where detail is needed. Detail is needed most WHERE THE PLAYER IS LOOKING That means around doors, around windows they might shoot from, any room with intel/CPs in, spawn rooms... You want to be putting details like junction boxes, clocks, signs, boxes etc where the player will be most often and around doors is a great example of this.
Thats all for now folks, I hope this has been helpfull. Now having said all this I must now go and put these things into practice
Edit: If you did find this helpful, don't forget to spread some love (in reputation format) by clicking the Rep button under my avatar
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