Difference between revisions of "Map Editing"
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Here we will cover: | Here we will cover: | ||
− | + | * release guidelines | |
− | + | * terminology | |
− | + | * tools and operations | |
− | + | * endorsed art and alien art | |
− | + | * setup and usage | |
For streamlined deployment of any new created map, following guidelines are to be obeyed: | For streamlined deployment of any new created map, following guidelines are to be obeyed: | ||
==Release guidelines== | ==Release guidelines== | ||
− | + | [[Maprelease|Map Release Guidelines]] | |
− | + | ==Terminology== | |
− | + | The CryEngine itself has become an branch of the gaming industry and sort of an milestone. There are some common names for things we encounter and deal with therein. In the [[Level_Design_Terminology]] section we list the basics. | |
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==Endorsed Art== | ==Endorsed Art== | ||
− | Endorsed art, or, assets that exist in the game already. Optimized, tested and familiar objects that work. Compact map download size. Least overtime to map completion. There are many reasons to opt for endorsed art only in | + | Endorsed art, or, assets that exist in the game already. Optimized, tested and familiar objects that work. Compact map download size. Least overtime to map completion. There are many reasons to opt for endorsed art only in an map/level. |
Moreover, experienced mappers are already familiar with the quite extensive library of assets in the sandbox2 editor and didn't even had the chance to try all out, let alone dry the ideas of whats possible and at hand. | Moreover, experienced mappers are already familiar with the quite extensive library of assets in the sandbox2 editor and didn't even had the chance to try all out, let alone dry the ideas of whats possible and at hand. | ||
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By the sole nature of this mod, it depends of an certain pool of assets that share little in common with the original game. | By the sole nature of this mod, it depends of an certain pool of assets that share little in common with the original game. | ||
− | Inherent to the way of the development of this mod, some of the key assets may still be missing. | + | Inherent to the way of the development of this mod, some of the key assets may still be missing. On some it is being worked on already, others are yet to receive an artist, maybe just You? |
− | Here we will deal with importing assets that are not already in the Game and Sandbox2 editor. Those that are ''Alien'' to the installed files | + | Here we will deal with importing assets that are not already in the Game and the Sandbox2 editor. Those that are ''Alien'' to the installed files |
[[New_Art|Alien Art]] | [[New_Art|Alien Art]] | ||
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4. [[New_Art#Tutorials|Tutorials]] | 4. [[New_Art#Tutorials|Tutorials]] | ||
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+ | {{Navbox Mapping}} | ||
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[[Category:Mapping]] | [[Category:Mapping]] |
Revision as of 10:34, 17 June 2018
Introduction
Map making is a complex topic. Numerous artists send work hours down the so called "pipeline" to produce an actual map. To make the topic easier to understand it is good to familiarize with the tools needed before actual hard work is being done.
Here we will cover:
- release guidelines
- terminology
- tools and operations
- endorsed art and alien art
- setup and usage
For streamlined deployment of any new created map, following guidelines are to be obeyed:
Release guidelines
Terminology
The CryEngine itself has become an branch of the gaming industry and sort of an milestone. There are some common names for things we encounter and deal with therein. In the Level_Design_Terminology section we list the basics.
Endorsed Art
Endorsed art, or, assets that exist in the game already. Optimized, tested and familiar objects that work. Compact map download size. Least overtime to map completion. There are many reasons to opt for endorsed art only in an map/level.
Moreover, experienced mappers are already familiar with the quite extensive library of assets in the sandbox2 editor and didn't even had the chance to try all out, let alone dry the ideas of whats possible and at hand.
1. Tools
2. Setup
3. Art Creation
Alien Art
By the sole nature of this mod, it depends of an certain pool of assets that share little in common with the original game.
Inherent to the way of the development of this mod, some of the key assets may still be missing. On some it is being worked on already, others are yet to receive an artist, maybe just You?
Here we will deal with importing assets that are not already in the Game and the Sandbox2 editor. Those that are Alien to the installed files
1. Tools
3. Test Flight
4. Tutorials
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