Project Stealth

Archives => Join Us => Topic started by: Ion.67 on July 27, 2007, 07:31:52 PM

Title: Blueprints (Autocad)
Post by: Ion.67 on July 27, 2007, 07:31:52 PM
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?
Title: Re: Blueprints (Autocad)
Post by: 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?

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.
Title: Re: Blueprints (Autocad)
Post by: Gui Brazil on July 27, 2007, 07:46:57 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 27, 2007, 08:25:05 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Overstatement on July 27, 2007, 08:33:29 PM
Example of your work?
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 27, 2007, 08:39:01 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Daybreak on July 27, 2007, 09:32:49 PM
Does this actually help map makers? Like would it actually be easier for mappers?
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 27, 2007, 09:36:06 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Daybreak on July 27, 2007, 09:39:42 PM
Well, if that's the case. I could help no problem too.
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 27, 2007, 09:46:16 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Zedblade on July 28, 2007, 03:48:26 AM
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.

Title: Re: Blueprints (Autocad)
Post by: goodkebab on July 28, 2007, 10:52:04 AM
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.
Title: Re: Blueprints (Autocad)
Post by: Bionic-Blob on July 28, 2007, 11:39:24 AM
cad files can be imported into max and extruded pretty easily.

but i guess even then, not sure how useful this would be
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 29, 2007, 11:34:30 PM
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.
Title: Re: Blueprints (Autocad)
Post by: Innocent-US on July 30, 2007, 06:21:47 AM
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.
Title: Re: Blueprints (Autocad)
Post by: iservealot on July 30, 2007, 07:38:50 AM
I think this could be rather useful if you can create new innovative map ideas along side your sketch.
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 30, 2007, 04:10:03 PM
Whatever you guys want.

EDIT: After checking the position thread, I would much rather be a "level designer" than "builder". But, really, all I want to do is support this mod anyway I can, so if you want me to keep learning UED, I will.
Title: Re: Blueprints (Autocad)
Post by: Daybreak on July 30, 2007, 09:14:39 PM
I think Level designer and builder go hand in hand. Unless as kebab said, you provide screen art, then perhaps a 'builder' can make what you designed. It's just a little bit harder for the mapper, as it's not his vision, but someone elses that's being built.
That being said, doesn't mean you can't go ahead and do your own thing. For instance, I've got two maps on paper, one in autocad and am trying to effectively catch some visual screens for the mappers that can build stuff. I know how the UED works, but am completely oblivious on how to make good static meshes. I made a pole once. It was a good pole.
Title: Re: Blueprints (Autocad)
Post by: element54 on July 30, 2007, 11:13:34 PM
Like you said Daybreak, if a level designer comes up with a good idea for a map and has some way of conveying that information to a builder, then the builder can reproduce the project. This is how i did State Union for HiFIVE. He came up with the idea and made some pics in AutoCad and I made the map in the Versus editor.
Title: Re: Blueprints (Autocad)
Post by: Ion.67 on July 31, 2007, 01:47:29 AM
Wow
Title: Re: Blueprints (Autocad)
Post by: Daybreak on July 31, 2007, 02:45:21 AM
You have to make the maper see the map. A layout, or a floor plan isn't good enough. Pictures are worth a thousand words. But they have to be good pictures. For example, see goodkebab's drawings for the merc and spy. A maper needs something similar.
Title: Re: Blueprints (Autocad)
Post by: reason3d on October 26, 2007, 12:58:27 AM
i agree with zed on the point that having a set layout that takes quite a while to build is a bad thing , there are places like MOUT ( military operations on urban terrain ) facilities that never change and are made the way they are because they simply teach you tactics and movement .

i for one would welcome a mout facility , where objectives are placed and spies have an advantage movement-wise , from are to area , and possibly the mercs have an advantage with security .