Map process.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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fKd
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Map process.

Post by fKd »

A little something i copied from maverick irc by syncerror. i found it handy and some of you might as well.

Blockout

• Basic map geometry: Number of rooms, paths, general flow and connectivity
• Primary item placements: weapons, powerups, spawns.
• Secondary item placements are sparse or optional: health, ammo.
• Map is sealed, may be temp seal from a world-seal box.

Alpha

• Map with blockout test feedback utilized.
• Textures added to all surfaces.
• Skybox / environment added.
• Lights added (introducing / utilizing color themes to enhance atmosphere).
• Primary and secondary item placements introduced.
• Clipping added to primary gameplay paths.
• Map is sealed and without leaks, no world-seal box.

Beta

• Alpha test feedback incorporated.
• Item locations added.
• Atmospheric sounds added.
• Hints added.
• Clusterportals added.
• Clipping is present throughout as needed.
• Bot optimization (donotenters, botclips, ents)
• Map ready for Beta testing. Focus testing is required.

Final Map

• Best test feedback incorporated.
• Texture mis-alignments fixed.
• Z-fighting issues fixed.
• Four days prior to Milestone Due Date Map release candidate build is ready. Focus testing is required.
• Map ready for release.

hope it helps some of you. im trying to use it as my new process as before id just kinda jump head first into a map.
cityy
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Re: Map process.

Post by cityy »

I think the idea behind the dividing of the testing into alpha, beta and RC should be allowing people to really focus on a certain element of your map. Also it shall prevent you from making stuff twice. A blockout is, as you described, a very first build of your map. You normally wouldn't put a blockout up for people to test. For me an alpha version is all about gameplay. What I mostly do is that I throw in ambient 20 for the worldspawn entity, get some very rough clipping going, finalize the first version of my item layout and put it up for people to test. I don't think you need to bother with lights or trims during the alpha stage.
During the beta stage I focus mainly on visuals, clipping and all the other stuff.. Your main layout and pathing should be final here. Small changes can still be made though. I tend to still change small things about the geometry or moving around the items during beta.
I think it is really important to make this difference between alpha and beta because if you put up a first alpha version of your map with loads of trims and other stuff already added and people are like "hey, this room is way to narrow - please scale it up" you will have to redo most of that stuff. That costs a lot of time and often also kills your motivation.
Just my 2 cents.
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deqer
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Re: Map process.

Post by deqer »

Alpha is just like Beta, but with no external testing. Beta is just like Master, but allows for external testing (final stage of testing/fixes).

Therefore, an Alpha would contain trims, lights, etc.

The idea of allowing user feedback to change the plan/structure/foundation of the project is not a good idea. But, if that's your thing, then a "blockout" would be for that.
Fjoggs
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Re: Map process.

Post by Fjoggs »

Agreeing with city here. Alpha is for gameplay, and it feels like that has been the general consensus on these boards for a decade.
It's like he just added a new "layer". His description of a beta looks like a Release Candidate to me.
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Eraser
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Re: Map process.

Post by Eraser »

Terms like alpha, beta and RC are better applicable to software development than map development IMO.

I guess it would be better to think of phases that focus on certain aspects of the map and shed terms like alpha/beta/whatnot because everyone has a distinct definition of what an alpha or a beta should be.

If you want feedback on your map, just make sure that aspect of your map is done as good as you think it could be and then show it to people. A natural progression here is pretty much what cityy said I think: first set up the general layout and flow of your map, get that right by releasing something to the public so they can give feedback, then implement that feedback until it's right and then start focussing on details.
themuffinman
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Re: Map process.

Post by themuffinman »

LOL it's too bad that with such a comprehensive level design process and loads of focus group testing, Sync and his team still manage to release maps that are usually far from perfect.
EmeraldTiger
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Re: Map process.

Post by EmeraldTiger »

themuffinman wrote:LOL it's too bad that with such a comprehensive level design process and loads of focus group testing, Sync and his team still manage to release maps that are usually far from perfect.
Hurray for red jump pads in the blue base on Overlord! gj id. *claps*
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fKd
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Re: Map process.

Post by fKd »

odd, did not expect this kinda reaction... heh
bludshot
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Re: Map process.

Post by bludshot »

deqer wrote:The idea of allowing user feedback to change the plan/structure/foundation of the project is not a good idea. But, if that's your thing, then a "blockout" would be for that.
For a lot of mappers, at least in Urban Terror, it would be a great idea. Sometimes mappers don't have a good sense about what makes a good layout for good gameplay. So we see a lot of mappers making pretty maps that are useless. And making fundamental layout changes is not something you want to have to do after adding in tons of detail - much easier to do it earlier on in a "blockout" phase.
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