Jump to content


Photo

Haldir's School of Mapping


  • Please log in to reply
12 replies to this topic

#1 _Haldir_

_Haldir_

    Mapper

  • Project Team
  • 1,203 posts
  • Location:Australia
  • Projects:The Dwarf Holds, The Elven Alliance: Community Edition
  •  T3A Team Chamber Member

Posted 19 May 2010 - 07:06 AM

Welcome :p

This is a topic i've set up to offer any aspiring mappers a more specialised and advanced range of tips, that i've come to develop during my mapping. Hopefully some of you have had a look at my Extended Guide to Mapping tutorial on the 3rd Age site, or are confident enough with Worldbuilder to move on to some more conceptual tips :blink: Though i was happy with the tutorial, it was more an objective look at mapping, and perhaps didn't explain many of the aesthetic qualities that will often make or break a map ;)

So I thought that i'd start this topic, where i'll regularly post a small tutorial (maybe every couple of weeks or so), on some more specific topics. Rather than just writing another tutorial, i thought i'd make this an open topic, where you can ask questions, give opinions, and pick the brains of myself or any other mapper around :p I also decided to start this here, at the {IP} Clan's page, rather than at T3A, as {IP} is something you mappers may want to become involved in as you gain confidence and start producing maps. {IP} is also good source of some accomplished mappers, and will hopefully become a hub for map making, as opposed to questions about Worldbuilder ;)

Much like my original tutorial, i will be focussing on visual and gameplay aspects, and will be using BFME 1 (though this will all apply to BFME 2). I'm also happy to take suggestions, if there are any specific topics that people would like to know about. Feel free to post any topics or feedback here :p

Keep in mind, this isn't a "how do i do this in WB?" type thing (use the Worldbuilder Forums for that ;) This is more about techniques and conceptual ideas, rather than troubleshooting.

I was thinking i'd kickstart the tutorials off sometime this week, with a topic on Man Made Ruins.

Posted Image Posted Image


#2 Námo

Námo

    ***

  • Project Team
  • 1,291 posts
  • Projects:Middle-earth Lore, Cartography & Linguistics
  •  ...

Posted 19 May 2010 - 08:06 AM


I will be focusing on visual and gameplay aspects ...

Some focus on realism and authenticity would be welcome also. Many maps fall rather short on these aspects, or maybe I'm just too picky ... guess I'll have to find some time to do some serious mapping one day.

... a topic on Man Made Ruins.

Hope you'll find some Goblins hiding in some of those, I'm a bit tired of always seeing those generic lairs of theirs. In real life (Middle-earth style) ruined structures would probably be their first choice of settlement, when on raid away from their caves in the mountains. Would be some nice touch of realism ...

[... in contrast to those cartoonish fairy-tale "Hansel and Gretel" StructuresLookingLikeMadeOfCandyAndCake created by EA for the Goblin faction in BfMe2]


... elen síla lúmenn´ ómentielvo ...
... a star shines on the hour of our meeting ...
Posted Image Posted Image Posted Image

#3 m@tt

m@tt

    #######

  • Project Team
  • 4,056 posts
  • Location:England
  • Projects:The Dwarf Holds
  •  T3A Chamber Member

Posted 19 May 2010 - 09:18 AM

Well it's difficult to teach authenticity. That's down to the mapper - they have to research stuff themselves, it's not about WB techniques. Me and Haldir try to make our TDH as authentic as we can though.
Posted Image

#4 Puppeteer

Puppeteer

    title available

  • Global Moderators
  • 2,947 posts
  • Location:United Kingdom
  •  Faute de Mieux
  • Division:Community
  • Job:Magazine Staff/Global Moderator

Posted 19 May 2010 - 10:02 AM


... a topic on Man Made Ruins.

Hope you'll find some Goblins hiding in some of those, I'm a bit tired of always seeing those generic lairs of theirs. In real life (Middle-earth style) ruined structures would probably be their first choice of settlement, when on raid away from their caves in the mountains. Would be some nice touch of realism ...

[... in contrast to those cartoonish fairy-tale "Hansel and Gretel" StructuresLookingLikeMadeOfCandyAndCake created by EA for the Goblin faction in BfMe2]


I remember the ruins I was making for the map Ost-in-Edhil, for the RJ-ROTWK campaign... I wish I had the time/inspiration to finish it; it was looking beautiful. :p Save the scripting, it must have been about a third finished...
Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image

#5 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 19 May 2010 - 10:30 AM

I do a fair bit of mapping but it's pretty much only for my mod.
I may have to convert a couple of them to Vanilla because there are some good ones.
:p

Break dancing into the hearts of millions


#6 _Haldir_

_Haldir_

    Mapper

  • Project Team
  • 1,203 posts
  • Location:Australia
  • Projects:The Dwarf Holds, The Elven Alliance: Community Edition
  •  T3A Team Chamber Member

Posted 19 May 2010 - 12:37 PM

Like m@tt said, for mappers like him and I, good visually = realism and autheticity :p But i totally agree with you, it's something that not enough mappers care about. It is hard to teach, but i'm gonna give it a good try with this :p

That map looks sharp puppeteer, you should definitely have a go on finishing it :p Btw Rad, do you have any screens of your LW maps anywhere? Or is that a tricky ploy so people have to download your mod before they can see them :blink:

Posted Image Posted Image


#7 {IP}jimmyman

{IP}jimmyman

    The only was one can understand me is by being me.

  • Project Team
  • 644 posts
  • Location:Sacramento
  • Projects:Mapping for RJ_RotWK
  •  freelance mapper/3d modeler in training

Posted 19 May 2010 - 10:38 PM

This thread has so much potential :p i'll throw some stuff in here or there if you want Hal.
Sig by Serated
Posted Image Posted Image Posted Image Posted Image Posted Image
Posted Image Posted Image
Posted Image CLICK THE DRAGONS Posted Image Posted Image Posted Image Posted Image

#8 _Haldir_

_Haldir_

    Mapper

  • Project Team
  • 1,203 posts
  • Location:Australia
  • Projects:The Dwarf Holds, The Elven Alliance: Community Edition
  •  T3A Team Chamber Member

Posted 20 May 2010 - 05:31 AM

That sounds good :p I quickly mentioned this in that activity thread, but i was thinking that i'd do a few myself to get started, and then if it takes off or there's enough interest, then we could turn it into an IP thing. That way we could have a different IP elite doing a topic every so often, which would cover more topics, more styles of doing things, and not make me do all the work :p And hopefully encourage some less experienced mappers to join in.

If we turned it into a regularly updated community-type thing, i think it could really work :download: I've got so many ideas for where this might go :download:

Posted Image Posted Image


#9 Radspakr Wolfbane

Radspakr Wolfbane

    The John Farnham of modding

  • Members
  • 7,722 posts
  • Location:less than 5 meters from my bed
  • Projects:Comeback tour
  •  The Retired Beard

Posted 20 May 2010 - 07:32 AM

Btw Rad, do you have any screens of your LW maps anywhere? Or is that a tricky ploy so people have to download your mod before they can see them


I'll have to take some new screenshots of them.
The Lone Wolf maps use a lot of my custom mapping resources but there are a couple maps of mine with minimal LW goodness.

Break dancing into the hearts of millions


#10 Puppeteer

Puppeteer

    title available

  • Global Moderators
  • 2,947 posts
  • Location:United Kingdom
  •  Faute de Mieux
  • Division:Community
  • Job:Magazine Staff/Global Moderator

Posted 20 May 2010 - 09:38 AM

I remember doing a sort of tutorial, involving a map exemplar (it was totally based on it, though I could convert it with pictures) ages ago on texturing. I'll try and dig it up, and see if it's any good :p

#11 {IP} Aridor

{IP} Aridor

    Redeemed Ranger

  • Project Team
  • 1,576 posts
  • Projects:RJ-ROTWK Mapping Team
  •  Loremaster

Posted 18 June 2010 - 07:27 AM

I wish I still had my forest making tutorials. I spent a long time on those.

#12 Goldtouch

Goldtouch

    title available

  • Hosted
  • 449 posts

Posted 30 November 2012 - 10:31 PM

Last post 2010 awtch..

I enjoyed the Extended guide for map making.. But I did not understand the map concept of your example.
A five player map so I presume its FFA but than one guy in the middle of the map... you tryed to make a 3 VS 2 Castle map?

You used the image below for your tutorial about making waves on your map.
My question: What is the technique for creating the cliff shape like it does.

Do you import within the worldbuilder bump maps for the terrain to get the result?

Posted Imagev

#13 MattTheLegoman

MattTheLegoman

    LEGO Knight of Minas Ithil

  • T3A Staff
  • 3,669 posts
  • Location:Tomorrow, when the War began
  • Projects:Mapping this Middle-earth
  •  Mapper
  • Division:BFME
  • Job:T3A Staff

Posted 10 December 2012 - 01:45 AM

As far as I know Thorongil, you cannot import heightmaps into Worldbuilder. I have tried with a map of Crete and it didn't work. Firstly the map needs to be incredibly fine-tuned to get the result you want in Worldbuilder, secondly the map distorts in weird ways, and Worldbuilder is likely to become unstable and the map might get corrupted. Do tell us if you find a way to easily import heightmaps into Worldbuilder.

Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users