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Blueprints (Autocad)

Started by Ion.67, July 27, 2007, 07:31:52 PM

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Ion.67

In my current job (I'm a teen, and I have a job! Go figure), I make maps of cities for telephone companies. This involves drawing in cables, streets, towns, houses, and everything else that a telephone company would need. This is basically a very large scale blueprint. I was thinking about what else these skills would be good for, and came to this conclusion.

Basically, mappers have two jobs.

1. Making a blue print, be it a drawing, photoshop, paint, or whatever other way you can make a blue print.

2. Making the map in 3D.

Basically, this means that mappers have to take twice as long, because thinking of ideas is hard, and making blueprints takes time, also.

I figured, hey, why not put each map for two people, effectively making process twice as fast (except for the first map). I can do a lot of 2D, but no 3D for now.

I can make special smart shapes for every object in the game that is on that certain map, which will certainly help the mappers.

What do you think?

frvge

That's very interesting. Do you have experience with SCPT and SCCT? If so, how many hours did you play?

This to see if you can see the dynamics and characteristics of level designs with chokepoints and the length of vents / spyroutes so the timing is ok, which will be a major factor in the popularity of the map.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Gui Brazil

Quote from: frvge on July 27, 2007, 07:35:02 PM
That's very interesting. Do you have experience with SCPT and SCCT?

Yes, I used to play with him.

Ion.67

Quote from: frvge on July 27, 2007, 07:35:02 PM
That's very interesting. Do you have experience with SCPT and SCCT? If so, how many hours did you play?

Too much. Believe me. Ask Gui.

This to see if you can see the dynamics and characteristics of level designs with chokepoints and the length of vents / spyroutes so the timing is ok, which will be a major factor in the popularity of the map.

I know the dynamics. What information I will need are the items expected to be in the final release, and plan around that.

Overstatement


Ion.67

#5
This is an example of an unfinished work. No houses or cables yet. White lines are the outlines of blocks, houses go in there. I can be way more detailed, but there is no need for my job.

Daybreak

Does this actually help map makers? Like would it actually be easier for mappers?

Ion.67

Well, compared to a torn dirty sheet of paper, I think so.

You can color coordinate everything that relates together, and number actions (like, camera is numbered 1, and then 2, 3, and 4 happen when seen by number 1).

It just takes a load off of their bellies.

Daybreak

Well, if that's the case. I could help no problem too.

Ion.67

Also, I think this could drastically up the amount of maps possible for this game.

Two dedicated autocad helpers, combined with atleast two dedicated mappers means double the ammount of maps, or so I think.

Zedblade

Quote from: Daybreak on July 27, 2007, 09:32:49 PM
Does this actually help map makers? Like would it actually be easier for mappers?

No, not really. All map makers need is a general layout that could take 10 minutes in photo shop. Maps are constantly evolving and having someone spend hours and hours making a layout that will only have to be changed and altered a million times would essentially lose the advantages of having a detailed layout in the first place.

A simple layout is fine, but if so, why not just make it in photo shop with Squares?

Unlike real buildings and architecture, a game level is never done and nothing is ever set in stone.


goodkebab

for this to be of any use,  it would have to actually be in a 3d format.

Daybreak has these skills as well.....but they are not of tremendous value.  Even  a pencil sketch is enough for the level artist to build it.

Bionic-Blob

cad files can be imported into max and extruded pretty easily.

but i guess even then, not sure how useful this would be

Ion.67

#13
Sorry for not clarifying this. As far as I know, you need an idea, to make a map; then you do the mapping. This would be the idea part, and the way of showing your idea would through autocad.

If this isn't a good idea, then so be it.The only reason I wouldn't just do the mapping too is because I don't have the skills to pay the bills in unreal.

EDIT: I just realized something. I should just learn how to map. Which I am doing. So, if you need a mapper, give me a ring.

Innocent-US

I am with Zed on this one too. While having a basic idea and layout is very helpful, the maps are constantly evolving. I have added a number of vents and altered rooms as the map has been built causing it to lose any semblance to my initial drawing. I believe learning UED may be your best bet to helping.