Tips on how to polish off a map?
- Creating map geometry is one thing, but before releasing the map there are quite a few things that require additional effort to make the map as good as it can be.
Mapping is a long-winding process, and after many weeks of work on a more complex map the level designer might want to simply get is done and published. Therein lies a potential problem. The first idea, the implementation of the brushwork (building the map), lighting, item placement, and play-testing these are all steps on the way to a hopefully finished product. And then there is the "final" polish... it give the map that last bit of extra attention, possibly helping to make a good map special.
Here a few tips: Soon to be written
Many more small details I still need to write up.
(Outdated as of the Editor UI update)
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Setting up the End of Match Camera
At the end of a round, with the scoreboard showing the results, part of the map is shown in the background of that table. It is a nice touch to define what the background should show, it's an additional opportunity to show off the map.
- Add a target entity ( -key) to the map, placing it where a nice view of the map can be found.
- Select the entity and then open its property window, (
end. (Do not forget to press to make the new name stick.)
-key) by default. In the name field give it a name. Any unique name will do, here we will call it
- While still in the Entity: Target window, also properly set the angle of the entity, i.e. have the target point in the direction of the view. There are three angles fields that may be changed, defining camera orientation, with values ranging from 0 to 360 (negative ones also work). The first value rotates around the Z-axis and will be the main angle to change. The second angle is around the X-axis and the third one around the Y-axis. (The axis orientation derives from GTKradiant, though, since in Reflex the axis are not explicitly named AFAICT.)
- Finally, select any brush in the world, and again open the properties window, (
endagain. (Also do not forget to press to make the new name stick.) -key) by default, in this case the Entity: Worldspawn window. Here enter the same above name in the tagetGameOverCamera field, i.e. input
Your map should now present the defined camera view as the background of the end of match scoreboard.
Setting up an Environment Map
An environment map helps fool the player into thinking reflections are more realistic when moving. It does not have to be accurate.
- Add an effect entity ( -key) to the map, placing it in the middle of a room or large area.
- Select the effect entity and then open its property window, (
internal/misc/reflectionprobe. (Do not forget to press to make the new effectName stick.)
-key) by default. In the effectName field input
- Build a light map by opening the console (
r_lm_buildthen press to execute the command. This might take a few minutes to complete. -key) and input
Your map should now have an environment map.
Adding ambient sounds
Ambient sounds help the player have a sense of their position in the map.
- Add an effect entity ( -key) to the map, generally outside the play area.
- In the effectName field input one of the following:
industrial/sounds/sludge_bubble industrial/sounds/ambient1 industrial/sounds/ambient2 industrial/sounds/machine
- (Do not forget to press to make the new effectName stick.)