DieHard Wolfers Forum Index DieHard Wolfers
A Wolfenstein 3d Fan Community


  Hosted by: MCS & Areyep.com - Designed by: BrotherTank

Original Yahoo Forum - Die Hard Archives

AReyeP HomepageAreyep Homepage DieHard Wolfenstein BunkerDieHard Wolfenstein Bunker Log inLog in RegisterRegister Banlist FAQFAQ Search ForumsSearch

  Username:    Password:      Remember me       

General mapping tips thread
Page 1 of 1
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page BottomView Next Topic
Post new topicReply to topic
Author Message
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 0:38 ago.

Topics: 60
Posts: 502

blank.gif

PostPosted: Wed Feb 01, 2017 8:23 pm
   Subject: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Next PostGoto Bottom of Posts

I have decided to start a "mapping tip" thread where I will post tips whenever I think of something. Feel free to post your own tips as well.

The first thing I want to focus on is preventing players from camping. I have played numerous mods where the author will set up a huge fight but the player will be able to camp right outside the door and will be able to get by without taking much damage at all. The player should have to strategize in these kinds of situations, especially if the area is important (like containing a key or elevator).

I myself like to accomplish this one of three ways. First, when you set up a room with a horde of enemies, give them multiple ways to reach the player. This can easily be done by doing double or triple doors instead of a single door. This way, the player will have to run and find a place to camp rather than camping directly outside the door. For example.

Instead of this:



Do this:



Another thing you can do is use static objects to make it more difficult for enemies to single-file out. This creates a much more intense situation with the same amount of enemies.



Also, if you have a three-tile wide hallway leading to a large room with a big fight, your best bet is either to place static objects on either side of the door, or double the door.

One thing I like to do is have a secondary room nearby with the same floor code as the main room that the player is about to activate. This way, the player gets a nice surprise from another direction. You can lock the door if you want to prevent the player from accessing the trap before you are ready for them to do so. Or, you can deaf enemies in the main room and keep the enemies in the secondary room undeaf, so the player can't trigger the main fight if they happen to go into the secondary room beforehand.

To me, it's amazing what these three tips can do for a map's gameplay. It's best to alternate though and come up with unique situations to accomplish this as overdoing any one thing will become predictable. In any case, the player should never be able to camp a big fight right outside the door.

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 4:53 ago.

Topics: 155
Posts: 7725
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Wed Feb 01, 2017 8:41 pm
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Guard Blockers come in handy with this sort of thing. I simply put "Guard Blocks" on certain squares so that the enemies can't be lured out of a room. But the mark of a good mapper - IMO - is to lay out the Guard Blockers in such a way, it *appears* as though the enemy could go a particular route, but he simply chooses not to. Smile
Barry
DieHard Officer
DieHard Officer


Joined: 27 Aug 2008
Last Visit: 0:38 ago.

Topics: 60
Posts: 502

blank.gif

PostPosted: Wed Feb 01, 2017 8:43 pm
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Tricob wrote:
Guard Blockers come in handy with this sort of thing. I simply put "Guard Blocks" on certain squares so that the enemies can't be lured out of a room. But the mark of a good mapper - IMO - is to lay out the Guard Blockers in such a way, it *appears* as though the enemy could go a particular route, but he simply chooses not to. Smile


Good point! I've seen situations where guard blockers are painfully obvious and that shouldn't be the case. When used properly, they can really enhance a map.

_________________
Atomprojekt Download: http://www.wolfenvault.com/files/barry/ATOM.3.zip
Passage to Hollenteufel Download: http://www.wolfenvault.com/files/barry/PTH.2.zip
MrWolfForever
DieHard Wolfer
DieHard Wolfer


Joined: 06 Jun 2011
Last Visit: 9:44 ago.

Topics: 157
Posts: 1068

blank.gif

PostPosted: Wed Feb 01, 2017 8:48 pm
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

I agree about the camping. Also try to avoid having rooms that are optional where the reward is not worth the fight necessary to get it. A player should benefit from dealing with an optional section.

The guard blockers work if not used too predictably but unfortunately those are only avaliable in the MMC as far as I know.

_________________
My YouTube channel - Various Wolf3D and Doom videos; comments highly appreciated and welcomed!: https://www.youtube.com/user/kakhome1
Tricob
Moderator
<B>Moderator</B>


Joined: 14 Mar 2005
Last Visit: 4:53 ago.

Topics: 155
Posts: 7725
Location: Neo-traditions, Inc.
usa.gif

PostPosted: Wed Feb 01, 2017 9:24 pm
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Guard Blockers are also supported in my Base Of Operations demo, as well as Non-convergence and "Operation: Kill BJ!".
AlumiuN
DieHard Wolfer
DieHard Wolfer


Joined: 29 Nov 2007
Last Visit: 0:11 ago.

Topics: 33
Posts: 2222
Location: Christchurch, New Zealand
newzealand.gif

PostPosted: Thu Feb 02, 2017 6:39 pm
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Next PostGoto Bottom of Posts

Honestly, guard blockers are so useful that it might pay to add them to the Wolf4SDL base source. I'll look into it.
gerolf
DieHard Wolfer
DieHard Wolfer


Joined: 28 Jan 2010
Last Visit: 16 Feb 2017

Topics: 157
Posts: 1050
Location: Alabama
usa.gif

PostPosted: Wed Feb 08, 2017 2:29 am
   Subject: Re: General mapping tips thread
   [ IP : Logged ]
Reply with quote
Goto Top of PostsGoto Previous PostGoto Bottom of Posts

My best mapping tip is to use floor codes wisely. You have plenty of floor codes to use, and you shouldn't need to use every single one for a single map, either.

Also position your guards in a way that their unpredictability can thrive. Make it so in certain areas, the fights will play out differently every single play-through. Though, you have to leave most of it up to the AI, you can manipulate it by making passages and objects block the guard off to have to go a different route to track you down.

_________________
Display posts from previous:   
Post new topicReply to topic Time synchronized with the forum server time
DieHard Wolfers Forum Index -> Mapping Mania View Previous TopicRefresh this PageAdd Topic to your Browser FavoritesSearch ForumsPrint this TopicE-mail TopicGoto Page TopView Next Topic
Page 1 of 1
Jump to:  

Related topics
 Topics   Replies   Views   Last Post 
No new posts TGOEL Wants you, to help with mapping!
Author: Metal Overlord
10 1682 Tue Jan 18, 2005 7:37 am
Metal Overlord View latest post
No new posts mapping help for Die Hard Wolfer's TC needed
Author: Ringman
16 2498 Sun Aug 01, 2004 6:53 pm
Ringman View latest post
No new posts Tip #1 - randomize the "variation" textures
Author: Adhesive_Boy
4 1240 Thu Sep 25, 2003 2:16 am
Chris View latest post
No new posts Mapping help
Author: wolf3dbreaker
1 847 Thu Jul 24, 2003 10:53 am
Adhesive_Boy View latest post
No new posts Important Aspects of Level Design...
Author: Guest
13 360 Sun Apr 13, 2003 4:09 am
Guest View latest post
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
   You cannot delete your posts in this forum
You cannot vote in polls in this forum


Copyright ©2003-2008 DieHard Wolfers
A Modified subBunker Theme by BrotherTank
Powered by phpBB © 2001, 2005 phpBB Group