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Mapping / WIP on alien base
« on: June 16, 2010, 12:13:57 am »
I've started working some on a new alien base theme. It's all still very early, but I thought I would dump WIP stuff up here every now and then for people to give feedback. I may not always take it, but it's often useful.
First things first, I'm trying to rough out a concept/style for the overall base. The screenshots below are very early work I normally wouldn't show, but I thought I'd go ahead this time. I'm starting to narrow down the texture style and this was my first attempt to start exploring the brush work (the architecture and shapes).
Another thing I'd like to do in this thread is share a little bit about the process I go through when making a map, in case others might learn (or give me advice) about what goes into a map beyond just the technical details.
One of the main things I want to try with the alien base is to explore simpler shapes than I have in +city. I'm often not confident enough to prevent myself from over-complicating something, so I've decided to try to stick to some simpler stylistic motifs with this theme (look at the bunker map for a great example of simple shapes used very effectively).
This is going to be the "power core" -- basically the power supply for the base. I'm thinking I may wall off the area of the power cores from the walkway so that it is more of a self-contained room. But at the moment I was just looking to implement the texture for the power core that I had made to see how it looked and what kind of "room" it needed, and I was also trying to work out a wall pattern (seen with the mirrors opposite the power cores) since the pattern will likely be used a lot throughout the base.
At this stage, I expect a lot of detail to still be added, but I'm really asking myself a few questions (and feel free to answer/comment):
1) How do the textures work together and will it be easy to blend new structures and rooms with them?
2) Are the shapes I'm using visually interesting and will they get too repetitive if used across the whole base?
3) What architectural/tactical possibilities come to mind now that I've gotten this far?
(sorry for the poor screenshot quality, I'll try to improve it next time)
First things first, I'm trying to rough out a concept/style for the overall base. The screenshots below are very early work I normally wouldn't show, but I thought I'd go ahead this time. I'm starting to narrow down the texture style and this was my first attempt to start exploring the brush work (the architecture and shapes).
Another thing I'd like to do in this thread is share a little bit about the process I go through when making a map, in case others might learn (or give me advice) about what goes into a map beyond just the technical details.
One of the main things I want to try with the alien base is to explore simpler shapes than I have in +city. I'm often not confident enough to prevent myself from over-complicating something, so I've decided to try to stick to some simpler stylistic motifs with this theme (look at the bunker map for a great example of simple shapes used very effectively).
This is going to be the "power core" -- basically the power supply for the base. I'm thinking I may wall off the area of the power cores from the walkway so that it is more of a self-contained room. But at the moment I was just looking to implement the texture for the power core that I had made to see how it looked and what kind of "room" it needed, and I was also trying to work out a wall pattern (seen with the mirrors opposite the power cores) since the pattern will likely be used a lot throughout the base.
At this stage, I expect a lot of detail to still be added, but I'm really asking myself a few questions (and feel free to answer/comment):
1) How do the textures work together and will it be easy to blend new structures and rooms with them?
2) Are the shapes I'm using visually interesting and will they get too repetitive if used across the whole base?
3) What architectural/tactical possibilities come to mind now that I've gotten this far?
(sorry for the poor screenshot quality, I'll try to improve it next time)