In this tutorial I'm going to show you how to take your top down map layout sketch for Counter-Strike: Global Offensive map and begin blocking in BSP in Hammer level editor.
We will create a floor plan of the map in order to test gameplay timing of choke points, objectives and path routes. This process has to happen before creating the shell of the environment, add any detail, props, texture or light the map.
Time management, focus, discipline and being able to finish a project have been very important topics for me, since I've struggled with this so much. I am constantly trying new ways to improve my work output.
With 2014 under way, I wanted to highlight top articles on the site to get the year going. The following are a small hand-picked collection of tutorials that will guide you to have a better year in 2014.
Choke points are areas of the map where the attacking team meets resistance from the defending team before reaching the objective. Choke point areas are specifically designed to enhance gameplay. They are used to control flow, pacing and balance within the map.
I've narrowed down choke point design to 6 core principles.
The following is a study; a how-to guide for gameplay layout map design in Counter-Strike. I will be using Counter-Strike: Global Offensive, but this should apply to any Counter-Strike versions released.
I will go into depth of popular maps in CS:GO and dissect why these maps are structured the way they are. I will analyze what makes a good map and what creates good gameplay, flow and pacing.
I will tell you exactly how you can do the same for your maps.
This tutorial will also apply to any level designer that uses any form of attack/defend, assault or search/destroy type of multiplayer layout will greatly benefit from this guide. A lot of my insights come from variety of online multiplayer games that I've studied.
Principles of good multiplayer level design for first-person shooters don't change very much. The applications of the techniques do, but principles stay the same.
The following post/tutorial has been sitting in my queue for about a year. It is something I've wanted to finish and share with you for a while, but other tutorials would get in the way. Until I took last few months off from posting and focused on practicing and improving my skillset. I realized how important what I am about to share with you is. So now I am back and completely refocused on WoLD. To get things moving again, the topic of today's blog post is practice.
Deliberate practice isn't daily work. It isn't what most call, practice. It is a specific kind of practice with its own steps, actions and principles to follow.
What I used to consider "practice" is merely working on a map or a game environment.
What software/applications do you need to create game environment art?
The following article is a list of software you would need to know and use to create game environments.
I narrowed the list down to essentials few to get you started in the right direction. After you've gone through this article you should have a strong foundation of what software you would need. From there you could choose to explore alternative applications. This is not a complete list of software and it is subjective, based on my experience and what I've seen environment artist use majority of the time.
I included 'What I Use' section, to see what software I use and recommend.
I've split software into pipeline categories. From visual development to modeling to rendering your work inside a game engine.
I've also listed free alternative applications that you could use.