info - Multi Player level built for and submitted to id
software's official Community Map Pack competition c. Jan '07.
As part of the rules for the competition mappers were only allowed
to use assets from the main game trying to come up with something
was initially quite tricky because I've been so used to making
just about everything for my previous Quake 4 levels.
I had been toying with an idea of doing something with pillars
for a pervious map but thought this competition might be a good
opportunity as ever to explore that. The map started as a pair
of pillars which were carefully shaped and textured; different
things being tried despite their apparent simplicity. Once they
had been sorted out from the point of view of size and scale all
the components were collected together and converted into a func_static
(a brush based 'model'); this initial prefab set the style, tone
and relative size of everything in the map.
Duplicated, the column prefab was placed around Radiant to just
get some idea of the size, shape and form of the level; a couple
of areas we're padded out by adding 'structure' (walls, floors,
ceilings) and as the rest of the layout progressed areas were
incrementally built up; better textures and lighting, more detailing;
in the absence of copious amounts of concept sketches and given
the short time period it's prudent to have done it this way so
as to establish a 'look' early in the process.
Although we couldn't use models and the map was generally 'tech'
in nature, I did want to find a way to incorporate some 'organic'
content in there somehow, so I fell back on an old brushmonkey
skill - 3 point clipping - to shape some brush blocks into 'rocks'
which provided a nice contrast to the manmade content.
Whilst all this building is going on the lighting is being worked
on at the same time. Because of the way lights work in the D3/Q4
engine it gets 'expensive' to have too many in place; all minor
lights have shadows turned off as well as having a light
detail level set, so you end up 'approximating' the look you're
after - lights are placed to illuminate 'areas' (the 'sum' of
a lot of smaller lights) rather than individual objects (lights
placed directly in front of light sources).
Adding a thin fog is useful as it tends to soften the general
appearance of everything. The colour used depends on what you
want to do but I used a greenish-grey colour so as to contrast
a little against the orangy-browns of the textures (the fog doesn't
always need to be the chromatic opposite colour to the lighting/colour
theme - orange them/lights -> blue fog).
It was good being able to push oneself for the competition and
aside from not being able to use custom assets the result turned
out well.