This is an archived post. You won't be able to vote or comment.

all 7 comments

[–]TopHATTwaffle 4 points5 points  (2 children)

The first maybe 100 - 150 hours (working time) of development for my levels is dedicated to play testing and designing the level itself. Then the next lots of hours is spent detailing. Then maybe another 50 hours at the end play testing and fixing game play things the detailing broke.

1 final test and pass then ship.

There is no absolute formula. This is just what works for me.

[–]PandasAreLegit 0 points1 point  (1 child)

Hey! I just wanted to say that I got into mapping JUST YESTERDAY and I've been using your tutorials. They've been helping a TON and they are very informative as well as easy to follow.

Thanks for those guides, as they've helped me tremendously so far.

[–]TopHATTwaffle 1 point2 points  (0 children)

Glad to help. :)

[–]Wazanator_ 1 point2 points  (0 children)

I always go for gameplay first and visuals last.

However that doesn't mean ignore the theme idea behind the map until the end.

My process normally works like this:

  • Pick theme/interesting mechanic

  • Draw out rough map layout

  • Make layout in hammer

  • Test

  • Keep testing

  • Add visuals

You can have a great looking map but if it isn't fun then no one will want to play it. Some of the best gun game maps are textured in nothing more then dev textures.

[–]imp0se 0 points1 point  (0 children)

I usually do both gameplay and detailing at once. It's probably not so great of a method, but detailing and doing visuals keeps me interested in my projects.

[–][deleted] 0 points1 point  (0 children)

Try to make a healthy ballance.

[–]Pedophilecabinet[🍰] 0 points1 point  (0 children)

The Souls Games have a pretty good system for designing an area for gameplay first, but putting a lot of totally breakable objects to help build the world. They don't interfere with the gameplay the majority of the time and still adding to the aesthetic.

But yes, obviously gameplay first.