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Newcomers DBPro Corner / What do you use for mapping?

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TheTakko
21
Years of Service
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Joined: 17th Oct 2003
Location: Indianapolis
Posted: 18th Oct 2003 02:42
I've been playing around with DB for a little while and I'd like to make a doom-style FPS. I've read the FAQ and looked at several different modeling programs.

Just curious, what do each of you use for map making. I like cartography shop, but I can't pay $60 just to see whether or not I like how the levels turn out once I save them and use them in my game.

Any suggestions would be appreciated.

Thanks
ElTakko

I got hit by a mink car.
Northern Fist
21
Years of Service
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Joined: 23rd Sep 2003
Location:
Posted: 18th Oct 2003 03:31
Don't expect to get anywhere soon. I suggest you go about some smaller 3D projects (ie galage in 3D) before tackling DOOM. But, who am I to dare judge another's ability to learn things quickly...

If you must know, I suggest you talk to Xeriox (spelling!) - the dude who programmed "Return to Phobos" in the 20 line challenge section. He seems to know alot on this particular topic.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Darkflame
21
Years of Service
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Joined: 4th Jul 2003
Location:
Posted: 20th Oct 2003 16:16
The map making is the main part really, programming a FPS is probably much easier then programming Tetris.
At least in terms of thinking.

I cant help though, I havnt found a good way to get maps into the game.
I can make crude fPs easily by just importing objects for the landscape, but that will quickly bog the game down if used completely.

"The man who says it cannot be done is generally interrupted by someone doing it." ~ Elbert Hubbard
Social Disease
21
Years of Service
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Joined: 30th Sep 2003
Location: State of Confusion, beyond Denial...
Posted: 23rd Oct 2003 02:54
I'm curious about this issue as well? Can we get some expeireced people to talk about their favorite mappers? maybe the programs that people like for 3d modeling and texturing?

I'm currently using a custom program as a mapper, I just set the cells in a matrix to various values, and if the cell is one value, I draw a box for a wall, if it's another, it's open floor, so on... I'm sure this is horribly inefficent, and it leads to basic looking levels, but its my first project.

Also if some one would start some posts on sliding collisions with plain objects, .x imported objects, matrix/terrain objects. This could be the hottest thread ever!

i love all you guys... really!


So many games... so little time!
QuothTheRaven
22
Years of Service
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Joined: 2nd Oct 2002
Location: United States
Posted: 23rd Oct 2003 06:22
I've been using 3ds max for about three years now, the full version. I've just started learning level design and polygon savvy modeling for games, before I would make only .avi movies and still pictures where high polygon counts were good, not bad.

Max can do what any other 3d program can and a lot more, but it's pretty damn hard. I made my first level in Max, a simple little fort, now I'm working on a basic cathedral.

Basically, it takes PLANNING. LOTS of planning. Know where you want where and why, otherwise you'll go crazy adding features. Draw it out, for the love of pete. Don't open Gmax and start trying to design a level, it just wont work. That's what i've learned.

Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 23rd Oct 2003 06:34
The last level I made for a FPS game was one big 3ds file made in 3dsmax. The numbers used in my collision for the level were pretty much mapped out manually as I made the level. A little slow, but was effective.

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