MODSonline
  Welcome Guest to MODSonline Home | Forums | Register | Login
Main-Menu
Home
Login
Register
Add Download
Add News
Add Tutorial *
Forums

Advertise
Affiliate Store US *
Affiliate Store UK *
Affiliate Store CA *
Angry Letter Generator
Avatar Upload
Calendar of Games
Contact
Downloads
FAQs
Forums
Member List
Member Projects
News
News Grabber *
Policy
Polls
Private Messages
Reviews
Screenshot Gallery
Search
Servers - Game
Store - Shirts *
Subscribe
Topics
Tutorials
Weblinks
Wiki *
Tutorials
CoD Mapping
CoDUO Mapping
CoD2 Mapping
CoD4 Mapping
CoD FAQs
HL2 Mapping
HL2 FAQs
SOF1 Mapping
Crysis Mapping
Q4 Mapping
Doom 3 Mapping
Doom 3 FAQs
UT2K3 Mapping
SOF2 Mapping
SOF2 FAQs

Lightray Modeling
General Modeling
General Modding
Adobe Photoshop
Common Mapping Errors

Readme.txt Generator
Members-Online
godsfist [Banne]
LIRAJORGE [Forum]
corrie [Downl]
fatrat2002 [Downl]
branded01 [Forum]

5 Members and 9 Guests
Chat MODSonline
0 People Now Chatting
MODSOnline TeamSpeak

download TeamSpeak

In-The-News
Sunday, Sep. 7th
MODSonair 144 LIVE
Friday, Sep. 5th
W.@W. Beta in October!
Friday, Sep. 5th
MODSonair Episode 143
Thursday, Sep. 4th
SnA The Game!
Wednesday, Sep. 3rd
Battlefield Heroes - Victory Village Trailer
Latest Poll
Have you had problems with the Stickam and MODSonair interface?
No issues with my Stickam account. 18.18%
No issues using the website interface. 18.18%
I couldn't send messages in the chat window. 27.27%
I couldn't receive messages in the chat window. 0%
I couldn't send or receive messages. 0%
What is MODSonair? 36.36%
Read More...
2 comments

Newsletter
Name:
Email:
Newsletter Archives
Your Membership
User Name:
Password:
Register.
In The Forums
[Release] mp_lumberyard2 & mp_lumberyard2n
CoD4 Custom Map .. Posts: (3) Views: (13) by Welshy
Moving a light entity?
CoD 4 Level Desi.. Posts: (13) Views: (71) by zeroy
max polys exceeded
CoD Level Design.. Posts: (4) Views: (28) by .KiLL3R.
Top 3 maps ... ever
CoD 4 Level Desi.. Posts: (2) Views: (30) by Dennizzz
Art of War Central Quake 4 Mods for Dummies
Typhoon Servers
Forums
MODSonline.com Forums

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, batistablr
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: my tips for better map aesthetics
narc
General Member
Since: Nov 30, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Forum Moderator
Category: SoFII Editing, Gaming, and Design
Posted: Friday, Nov. 8, 2002 04:30 am
this is pastededited from a private note, i thought i should share some of these tips.

custom textures, custom models, custom sounds, etc. adds to the professional look and feel. [of your maps] you want to have things that have never been seen before! otherwise you wont make a big impression, they will have seen it all before.

also in a dm map always make the map have a donught shape, you dont want alot of dead ends. people should spawn at or close to a weapon. dont try to hide alot of items -- if you dont see it then you probably wont think to get it, also if its not easy to get or is not on the beaten path then it will likely not get used and could throw the weapon balance off.

try to give each room of the map a purpose, that way you create a more realistic space and give yourself ideas of things to put in it.

for instance
bathroom: toilets, sinks, mirrors
kitchen: table, knives, pots, pans, stove, etc.

map on the grid, try not to map on a too small or too large grid. you want things to look normal sized when in the game

use natural texture alignment, you should only turn on the texture lock features when they are needed in special cases (dont forget to turn it off again when done though!) this is the biggest cause of maps looking less than perfect -- misaligned texture looks ugly.

try to make the areas look "real" and lived in, for instance you dont want to create some parking lot and have all the cars in the spots dead on at PERFECT CENTER not everyone does park perfectly and try not to use the same car model over and over and over. use different models and skins if possible.

also dont create a room that is a PERFECT SQUARE! they are usually rectangle or oddly shaped in real life. try not to make any ceiling too high or too low.

also never put a door on a wall that is in the perfect center of the wall, in real life you never see it happen except in a rare case such as in a narrow hallway.

in real life there are broken windows, stains, dirt, trash on the floors, etc. keep this in mind. and if making textures try adding dirt, scuff marks, and rust in them.

lights are not all white! NEVER ever will you see a light in real life that is perfect white, they have a subtle hue depending on the type. look around as you go places and see for yourself. indoor light tends to be yellowish. outdoor sunlight tends to be light blue. flourecent light can be any number of colors depending on the gas used in the tubes.

a row of lights will not always have all the same color, if you look close some lights may have burnt out, be blinking, been replaced with a different colored bulb than the others in its group... look as you drive down the street. -- also try to give all your lights a halo effect, stong lights have a bigger halo than weak ones.
brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Nov. 9, 2002 12:39 pm
Well said.. looks sticky to me
foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 27995
Last: Sep 8, 2008
[view latest posts]
Level 10
Admin
Forum Moderator
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Nov. 9, 2002 05:26 pm
great points.. I would like to add:

• avoid bottlenecks. give players a choice of route through a map so where they dont all have to funnel through the same door or hall. This allows for the element of surprise and stops that "one guy kills all who enters" method of play.

• unless you are working on a specific theme, create areas that work well with different weapons. Some players like to snipe while others prefer close combat. The combination of gameplay adds to the thrill.

• on the same point as above, every map does not have use for every weapon. There is no need for there to be a sniper rifle or rocket launcher if you are aiming towards close combat gaming. The extra weapons only add to the files size.

Go ahead... You Play I Mod : MODSonline.com
Support Modsonline by becoming a PREFERRED MEMBER today
Have you heard the MODSonair Podcast?: www.modsonair.com
MODSonair is a weekly podcast bringing you the news from a modders perspective. Tune in every Sunday at 4pm GMT to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
DarkOktane
General Member
Since: Nov 8, 2001
Posts: 791
Last: Sep 16, 2005
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Saturday, Nov. 9, 2002 11:06 pm
I've got some to share also...

Don't make maps large enough to take a minute or two to get to the enemy's base

Don't over populate the area with viewable entites.. such as cars, trash cans, staues,shairs, etc-etc

Dont have more then 3 of the same weapon, and space them far apart with them

Input ammo in the surrounding area of the weapon it goes to
Deactivated Account
Since: Dec 31, 1969
Posts: 25
Last: Oct 4, 2003
[view latest posts]
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Nov. 14, 2002 09:43 pm
Great tips!! Ever considered putting a bible together? lol [devilishgrin]
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6784
Last: Dec 13, 2007
[view latest posts]
Level 10
Admin
Forum Moderator
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Jul. 23, 2003 03:34 pm
Just a little FYI:
Light entities by theirselves are very functional. I did notice when changing the properties of a light entitie to include one of the Styles (to pulse or flicker that the fps in that area dropped by half). I think that is the reason that the fire effect I was using was draining the fps so much.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
SPY
General Member
Since: May 9, 2003
Posts: 901
Last: Jan 19, 2008
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Jul. 30, 2003 07:47 pm
i could say it better narc!!

because a lot of times it looks like if people find it more important the number of amounts of there maps, than how they look!!

better 1 mmap a month, as 10 in a week who will be played by no one!

and what i like about a good map is that the surroundings changes, let me say it like this. i did play a sp-mod from a few people, it was very nice and large. but all the 3 maps where streets in hongkong. when i have seen 34 streets i realy don't want to see around the courner the 35 th street.
what i want to say is, sometimes people have specialicet themselfs in building a particular surrounding, and they keep on building that. you did already say it, make a difference by building a bathroom, toilets, sinks, etc. but try to do the same outside the buildings, so not every street does look the same.

that's all i wanted to add,
great advide narc!!

leon
JIM_BOB7813
General Member
Since: Oct 14, 2002
Posts: 34
Last: Dec 13, 2003
[view latest posts]
Level 2
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jul. 31, 2003 07:57 am
Always remember to add light sources. Don't just put a few high value lights to light a room, and not put any fixtures to show where the light is coming from.
Add some smaller lights, put some corner lights, spotlights, floor lights. Always showing where the light is being emitted from, it's a great way to add detail and makes the map look a lot more professional
SPY
General Member
Since: May 9, 2003
Posts: 901
Last: Jan 19, 2008
[view latest posts]
Level 7
Category: SoFII Editing, Gaming, and Design
Posted: Thursday, Jul. 31, 2003 08:24 am
i could say it better jim bob,
indead are those little differences making that the map looks more realistic. i should be so easy. just look around in the real world, well, it is easy.

leon
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Editing, Gaming, and Design
All logos and trademarks and information in this site are property of MODSonline LLC © 2008.
The comments are property of their posters.
RSS news feeds for MODSonline can be found News.php.
MODSonline Subscriptions
Partners
Battle for Europe COD2
Call of Duty Headquarters
XoXide
Frag Universe
modbase.be
The Firing Box
Ask About
Advertising
Friends
Canada Kicks Ass Clan
Great Gamer
SOF2 Files and Downloads
Ask About
Advertising
Link to Us
MODSonair
View in iTunes
Please help us to raise in the ranks of podcasting and subscribe to our itunes feed using the link above.
MODSonair Releases
MODSonair Episode 143
MODSonair Episode 142
MODSonair Episode 141
MODSonair Episode 140
MODSonair Episode 139
Next Show
The next MODSonair show will air LIVE on:
09/14/2008 11:00 EDT

Time remaining:
Copyright © 2008 MODSonline
Tresware Content Management System Copyright © 2008 Tresware
Website Designed and Hosted   Tresware