KotH Rut

Kingdom

L1: Registered
Feb 25, 2014
40
12
After a fair bit of contemplating and research on maps in general I came up with this design. I like the overall design of Rut so far, but the textures and lighting both need a major overhaul. Sadly I am no Pablo Picasso and suck at detailing so if someone would like to help with that later down the line that would be cool. For now, I would just like to get some playtesting done and see the feedback it brings.

Thanks for reading,
Kingdom
 
Last edited:

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Hi, Kingdom.

Fear not. You should not normally be working on detailing and lighting until you reach the beta stage. All you need to make sure you do in Alpha stage is have enough texture variation in the environment to make it easy for players to progress through the map, and enough lighting that you have no parts where a player's character model is not sufficiently illuminated. The most important thing is how the map plays. Putting effort in to detail and point lighting is a waste of time, because you need to be able to change large parts of your map without difficulty.

A side note: If you *only* use dev textures during alpha, you can use the face edit tool to automatically replace all of them with nodraw when you have finished detailing the map, so you can be sure that there are no hidden faces taking up lightmap space.

I look forward to testing Rut soon.
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
Thanks for the advice, I sometimes see people complaining about textures in alpha maps
from time to time so that's a relief not much emphasis is put on this early on. As for the texture replacement I learned about it recently and have already done what you have suggested. I wanted to make sure people on low end machines like myself could play Rut, so all non showing textures have been set to nodraw.

I look forward to playing on gameday with you as well :)
 

Kingdom

L1: Registered
Feb 25, 2014
40
12
I just skipped making any screenshots for a2 because I still had a ton of time left earlier in the week to fix a few glaring problems with the map. From then until now, I have made a few tweaks in regards to the overall flow of the map which occupies much of the a3 changelog. So with that, I now have the fully functioning a3; ready and willing for gameday.