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# Architecture

Mapping
Author: Translated from English by Gui
METHOD (by David "DavidM" Münnich)
I'm not trying here to explain how to build a great architecture, I can just give some tips on how to learn. -Because it's simply impossible to explain the architecture. Most players complain when inspired other maps, but I do not know why. This is the way that I and many others I know have learned. My first level was as cubes placed one beside the other, then I built a map style pick and spade (levels Mine in Unreal ), I looked at the architecture of Cliffy in the cards and I just built the same. This kind of thing helps a lot, because you will understand why the guy did his thing like that ... When you play a card, keep an eye on architecture , try to understand why she looks good (if this is the case) and try to copy that and perhaps improve it slightly. Once you've "stolen" several styles you will begin to develop your own ideas of architecture . If you can not build something, even knowing what it looks like, open the map in UnrealEd and take a look look for brushes ... Now, anyone should get to redo this map (assuming you know all the functions of the publisher). Something that also helps ... In reality, when you look at an object, try to see the wire, try to build in your mind from the primitive to the editor ... (NDT: DavidM here refers to 3D representations such that they are much used in special effects, when an object is shown as if it were made ​​of tiles placed one beside the other, these tiles form a frame that evokes a kind of fence where the notion of "thread iron ") Most people do not care about you when you publish your first level, but you do not need to publish it, if possible show it to the original author of the map you're inspired and ask him (are there any mappeuses the way?) what he thinks, maybe he can give you tips. If you have any questions ... davidm@planetunreal.com (in English or German only) GENERAL (by Sjoerd "Hourences" De Jong) As I broke to the two previous tutorials, I decided to make a third :) (NDT: Hourences refers to his two tutorials on management a sound environment in the creation of a map and gameplay of CTF maps , these tutorials have also been translated and are currently available) This tutorial explains the basics of geometry and architecture. It does not contain any but it will give you an idea of what to do. This time with the architecture, the most important thing in the mapping is the contrast-differences-but at the same time the unity in the whole, each part must appear to be part of a set . This is of course also true for the geometry. The elements of a map are the same throughout a map are monotone, there is no contrast it is only an idea repeated over and over again. In the following images, you can see: there is a large empty space . This scene is very boring to watch and not at all interesting. And what about that corridor competit ' It is necessary to " break "the surface it is a straight line for the big time. For example, put the pillars against the wall, paving stones and loose soil to hold together the elements of air vents or anything else that you can imagine. But also avoid large areas without details by any means necessary. In the following picture there is a floor, walls and ceilings that are not as monotonous because their surfaces have variations in height and mass, it starting to get interesting. And what is also important - a height difference . In this picture, the author made ​​a couple of pillars on the wall that have exactly the same height as the wall, so it is flat now. It becomes monotonous. If you do things for a 3D game, then let them which appear in 3D. Place the pillars in front of the wall. There is a height difference now -> more change -> more interesting to watch. I'm not saying do not place brushes of the same height , it may sometimes be valid, but do not all your map like that and do not manufacture stuff like in the second image. The next step for most mappers is that when they see the large empty space they created, they try to fill it but the wrong way. You get things like this: There is no unity-you make a building or a landscape. This is a level with a theme, not 100 small parts with 100 different themes. level must appear coherent and must connect each section and the map should look to be a part of everything that n is not the case Screenies previous work-it seems to copy / paste, as children do. They fill surfaces. What the authors did in the previous maps is that they saw they had a large space and they tried to fill it with things like a typical air vent, but they just added a cube surrounded by a wall and adjacent a lamp in the middle of nowhere, and so on. Different parts have no relation with each other they seem to come from different styles and be stuck on a big wall for no particular reason. Parties need to derive from each other, as the gameplay . A decoration on the floor becomes a floor lamp, the lamp becomes a pillar, the pillar becomes a decorative ceiling, decorative ceiling and this becomes another lamp, then it separates and becomes a vent or Moreover window. That's the idea - all connect - as in the following images: This is usually something you learn over time , those who have recently started generally have difficulty with that. In the second image, for example, the inclination (1) on the ground prevents the latter from being monotone-packed soil it and add differences in height at the same time. The pillar (2) has a slightly wider base, which prevents it from being too right, gives it more vitality, and also the pillar is an interference with the ceiling and the bar that goes over (3 ). And this bar back on the sides, along with decorations from the ceiling so that everything is connected and becomes a unified approach to geometry . The angled brushes have a good face in the current maps, they are simple and easy to perform and ensure that the map appears smooth, and they are not hungry polygons as curves that are generally too much for current hardware. The mere use of simple cubes with a little editing vertex can bring a lot. I have many cards with 95% of cubes and vertex editing . They can repair many things, like the blind spot in this picture, he is right, empty and monotonous: But in this other picture you see the effect of a brush placed at an angle to make it look more flexible and it causes a noticeable effect. It seems more curve now. This idea as what "straight lines are boring" works with the ground plane also; never make a great long hallway that is just flat and long . You can do very detailed and with good architecture, it will never be a long corridor monotonous unless you do brisiez, there mettiez differences in height, add stairs, or even better a ramp and then few turns, the pillars that can be in the middle of the road (but not too much or the gameplay will suffer, do not start putting all of the pillars), anything to break the monotony . In the following picture, there a long empty corridor that looks OK for decoration but that does not work in terms of gameplay and is boring to die because it is made ​​of the same things: When you have a long bridge, a gateway or corridor , break it in here as CTF-Hydro16 , the bridge is narrower and lower center: In general, avoid the long corridors. The only place where they should be is in a Single-Player when you try to achieve a certain mood, but even then made ​​aware that it can become monotonous because it is too repetitive. In multiplayer it never works, certainly not in a game like UT, because nobody wants to run 5000 terminal to the next room through a long corridor right. It takes the change and there is not one in a long corridor ultra. Do not repeat the geometry at infinity. Do not use a single decoration throughout the map, it is necessary to change and it gives the impression of repeating itself everywhere it becomes monotonous and it will not make the orientation either. Use different types of decorations, but make sure they are in the same style. Do not make the same room all the time, nor the same corridor: make sure they look different. This applies also for symmetry. Do not make any symmetric , the only type of game that takes the symmetry is the CBC , but for God's sake, do not pity DMs symmetrical. When you do everything you can at least asymmetrical use twice as many good ideas in the same map :) When you have an edge or a bridge, make an outline , do not just cut it like in this picture: The edges are just sliced ​​net. Put a stroke , as here: The same idea works for the doors, if you make a 2D shape extruded for such a corridor and two rooms connected together, just do not cut it at the wall, put a rim around so that it looks better like this: The move is a result of a texture, the whole door is a single texture, shape and texture on edge . In this way it seems more flexible and better. Or you can do as in 2, another form around your subtraction, as a real brush rim. Be sure your architecture is realistic too, not like in this picture: If this scene was for real, you build see in the picture above should collapse. Of course it'll never happen in UT or any other game in 3D, but it seems unrealistic and suddenly a little queer. This is the kind of problem you see in the beginning-cards things extremely thin, extremely long or structures which are not supported by the surrounding geometry in a realistic way so that it sounds possible. We must do things like in real life. Put some heavy iron bars that support it, or stone, wood or anything other. And it should be thick enough to look real, so no gateways 8 units thick crossing lengths of 4096 units or other such aberrations. Make details in some places, but always avoid putting the same thing or have too many polygons. Do all nickel. If something seems wrong do not be afraid to remove and redo. It is always better to work a few more days on your card rather than to finish quickly and have a level shit. Be a critic for yourself, look at your map as if it were that of someone else and watch it mostly wrong. Your map is only as good as its worst part . I return to the brushes inclined one second. This will help you make your architecture cubic least , it will literally and figuratively feel better flow. The following image is a corridor with brushes cubic : This is boring and cubic. Now look at this: This is the same corridor , but now is made ​​of angled brushes , the 90 ° corners are gone, it looks much less square and more interesting to the eye. forms derived from each other and "play" them. For best results, you can also leave the arch flow between the pillars, so that the pillars running down the wall between them. So that it runs on three axes X, Y and Z. You can also do the same with the general plan of your map, placing parts inclined at 45 °. This will give a good result but the UT engine is not the best tool to do this because of problems BSP and the grid. (Translator's note: UT2003 , the geometry of static meshes is not part of the BSP and therefore is not affected by the problems evoked Hourences) In UT2003 and programs such as 3DS Max , you can easily select a face / poly to be extruded and chamfreiner , it's simple to do and gives interesting results. For those who keep asking "how do you make brushes inclined?" : with cubes and vertex editing , the 2D Shape Editor can give interesting results but most people prefer cubes and vertex editing because it is faster and easier to adjust later. And it's the same method you use to model objects in programs such as 3DS Max . One thing I forgot to mention. Beginners often add pillars for fully phased in and other things to a large space. Like this: This does not at all the road . And it is always cubic death. In this case, the pillars are extremely fine while they are there to support the building , so it does not collapse. So the pillars should at least appear strong enough to maintain the architecture, which is not the case in this example. Another interesting thing to do is open the details . Make a cavity so as to keep only the outer shape. This gives a much better 3D effect and good contrasts . Example: It's less annoying and breaks the monotony of the previous form. When you do not know what kind of details to add to your map, you can do this outside-reference searching online or in books- is looking textures . The textures often have a lot of details and some of them can be converted into 3D. This texture of AVP1 was quickly transformed into a 3D wall panel lightly loaded in polys . You do not need to copy it exactly, it is rather bad, but you can get inspiration for your own creations. The following is called "the running theme ", something that will become increasingly significant in the future. "Why this building looks like an alien spacecraft." Not only the general architecture shows which building it is, but the details also, that you can hardly do in the old UT engine. Things such as control panels, small plants, spider webs on the walls, details that come with your theme . It is not enough to make large well curved pillars and spheres with a high polygon. You also need the intermediate details . After all, you create an environment. And a research laboratory, an alien craft, a temple, ... , If real, would be assumed to have a function . Research, military posts, the worship of a god, etc.. It's built for it, so there is the map tools, objects and all things that would be there in real life because you need these things in a lab or anything else. This seems logical , but many people forget that when they come with an engine that accepts few polygons and they are going to a new generation engine like UT2003 . One thing not to do is let the texture control your theme . If you need textures to show you how a temple, then you have a problem. textures help the theme, they do not create it! 5 years ago, the PCS could hardly accept a high polygonnage therefore required the use of simple cubes with textures on it. But soon the time comes where you can increase the polygonnage easily and quickly. If you remove all materials (ie texture) of your bedroom, so that it has no material and n 'has more than a color by default, it will always look like a bedroom. Why? -Because there are details , the typical things found in a bedroom that is clear of what environment it is and what is its function. That's what you need, the retail theme , your environment has a purpose. (NDT: at the founding of the Bauhaus in 1919, Walter Gropius summed up this idea with the following sentence, " the function determines the form ", which became the basis of design industiel and the modern architecture ...) Everyone can see that this is a garage and although he did not particularly original architecture , it presents details, small but important, such as windows against the wall and the small cable twisted on the ground. very typical elements . Imagine you want to dock a space where people work on vessels. Certainly you will make great curves, pillars and other things like that. On the ground you place the buttons to open doors, cables in places, containers ready to be embedded in the spacecraft and of course a few vessels to show that it is a dock. But the real detail is still missing at the moment, without vessels and signs in the room you would not see that this is a dock. You can add a drill on the land, materials , perhaps a few stairs , the spam load , the boxes , etc., ... Look for pictures on the net 'as an example will help a lot for this stuff (NDT : books on art and architecture still remain the best references, moreover they do not have the drawback of payment of a connection-often long and tedious in the research process-if you borrow from the library ...) . engines become more powerful, and these things will be important . Comments and another to Hourences@planetunreal.com (English only)

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