This is driving me nuts

Icewolf717

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I have been mapping for source for over a year, I understand all the tools, I know how to do alot of stuff, theres just one problem. I just cant seem to be able to add good detail in my maps, evry time I try to do something "different" to add more detail to my maps it just doesnt look right.

Does anyone have some tips or tricks or anything taht could help me egt out of this rut. I feel like I have the skill to make great maps, but just cant imagine the detail that I want.
 
Draw some sketches, find some reference photos. It helps usually.
 
dont worry if you keep practicing you'll get better


and I think in a lot of cases, most aritsts wish they were better in their own eyes
 
Reference pics help a lot.

After getting used to adding detail, it'll flow naturally ;)
 
Add three things. Top of your head. Remove what feels wrong. repeat.

As PsychoFreak says, the more you do it the more you just get a feel for it.
 
To be honest, i find that source is surprisingly bare, if you have a look around there is really sod all in the way of model detail. Simply clever use of textures and brushes. For example: (Just one i googled)

http://www.bjorn3d.com/photos/showphoto.php/photo/222

The lights, barriers, seats, phones etc are models but it still looks acceptable. Really, if you look at it its completly bare, but you dont notice. From my own experience, your map will look better with fewer models in realistic places than lots scattered around. More detail doesnt always mean better visuals..
 
True. But detail needs to be there, one way or another.

Look at the citadel insides... usually detailed but not with models... But good looking noetheless..

I think what we ae all trying to say is that you need to get the right athmospere for your place. Bare or not, it takes some trying.
 
Thanks for the responses, I think I just need to keep playing around with things just to see what fits.
 
most of the time imo tweaking with the lighting will improve the quality of the map.
 
most of the time imo tweaking with the lighting will improve the quality of the map.

This is true if you've got some quality to start with.. You can tweak all you like with a hollowed out brick box, it still wont look good.
 
fck lighting it's all about architechture/////




sorry I'm drunk :(
 
The key is not to simply make a box and then fill it with props, pillars and other architecture to make it interesting, but to create an interesting shape to start with and then spruce it up with smaller details. You should be able to hide all the props the scene should still look interesting. Try as hard as possible to escape the room-corridor-room way of working, or just using boxy spaces.

Also don't forget the basics, simple but interesting architecture, pillars, edges, trims, and most importantly good proportions. Hourences' tutorials on level design are the best that have ever been written IMO and focus on the fundamentals of good mapping. Although he develops for Unreal the tutorials are 100% relevant for basically any FPS. The architecture one is here http://phalanx.planetunreal.gamespy.com/tut's/tutorial_geo.htm and the rest here http://www.gamedesign.be/Hourences/articles.htm

Read every one of those tutorials an absorb what they said, they are total gold and if you manage to stick to what he speaks about you can't go wrong.

I have done very little mapping in recent years but here is a beta map I made for Dystopia (a HL2 Mod) a long time ago of which I only got 1 third of done. The main object of creating the map for me was to improve my skills in making interesting shapes and architecture. This is what I ended up with (development was very abrubtly halted by my 2nd year uni work) http://dystopia-game.com/forum/viewtopic.php?t=5214&highlight=dysblacksunbeta1

Remember, the basic fundamentals are what you need to focus on, the details of it all will come to you with practice!
 
I love how he in the tut takes that room near the bottom and rounds of all the pillars makeing the boxyness of that room totally dissapear.... that is a nice tutoiral indeed.

But always remember kids, most of these things will mean more polygons, so when you use this, and you should, remeber to do it in proportion to your FPS rate.
 
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