![]() ![]() ![]() Which I used to model the hills and topography. So I made my own set of brushes in photoshop from real heightmaps of mountains and canyons. The default terrain shaping brushes in unity did not give me good, realistic results. A place you would easily get lost if caught in a blizzard. ![]() In the arctic biome I wanted the opposite, it should feel vast, inhospitable and empty. It was at this point I realized I needed a few landmarks that would be visible from afar to help the players navigate, and so the center volcano was added along with the red desert platou and so on. Load up the game and start running around to get a feeling of exactly how far away the different areas were to each other and from there tune and re-draw roads, hills and so forth. I added this mockup image to the terrain as the first texture and adjusted the size until it filled the entire terrain without tiling, this made it possible to first of start making some rough topography of hills where I wanted them according to the sketch. So the idea was revised to be a much smaller canyon. Moving further I realized I couldn't make a good looking, detailed and deep canyon using the terrain, as steep slopes in the terrain caused rather ugly texture stretchings, and my 3d skills at the time were pretty much non-existing. Where bridges would connect the two areas and work as "tier-gates". I then sketched up a basic layout with a pen and paper and reworked it a few times, and then made a photoshop mockup.Īs you can see, my initial idea was to have a great canyon, basically splitting the map in two. I also thought that the new city prefabs would be right around the corner, and wanted a few of those. I wanted some signs of battle and a stronger post-Apocalyptic, sci-fi feeling.Īnd I wanted some ways of "gating" the players from just running straight there as new spawns, forcing them to "level up" in each of the different zones before getting good enough gear to move deeper into the map. For Terra Nova I knew I wanted some sort of "end-game" area, an army base or a real airport of some sort. Some love and manual design is going to be what separates a good map from a mediocre.įirst of all I dream up a few concepts. And while mapmagic will probably take you far on the "general" production of the map, and save you hundreds of hours in manual placement of rocks and also take care of creating beautiful splatmaps that control which textures are used where on the terrain. These steps are from before they started using Mapmagic to create procedural maps - But I think some of the general idea of planning a layout and concept would be the same. Other people will have their own ways of doing things, and you'll also have to find your own solutions and techniques. This guide is an overall guide into how I work with maps. ![]() Mapmaking is not a quick and easy process, Terra Nova took me allmost a year, albeit I started not knowing anything about unity and had some bad crashes along the way that forced me to restart a few times. You'll have to be prepared to spend hours looking at youtube tutorials and articles on that yourself. This isn't meant as a full, detailed tutorial on how to use unity, the sdk or the tools you'll need to create assets. ![]()
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