July Update
July Update
Welcome back to another update from the IE team. As you might see the pattern here, we're going to try and have something to show to the community on the first of every month.
This months showcase, while not very media intensive, goes over an important feature necessary for any mod to succeed. These are the maps of the mod, and mainly, how we actually plan and work on maps for a game that isn't even out yet.
We take you down to Cheesemcboots, mapper, modeler, texture artist, and CrazyThumbs for an in-depth look.
Hello all
I was just working on some concept for Iron Europe when I thought it would be good to tell the community about what approach the team will take in designing maps. We are experimenting with real world design practices to get a better understanding of the architecture needed and to give our players the best possible gameplay experience. In addition to this, our team researchers are have been heavily involved in researching the battle locations. By using real world maps and actual factual research, we have been able to flesh out certain maps that will be included in the first release. The below images are an example of how the team has approached designing the maps that will be created.
Research
One of the most important parts for creating our maps is research. We want our maps to be as historically accurate as possible. We go through many images and different maps, and pick an area of a certain battle that we want to focus on. Then we go through first hand accounts, aerial photographs, trench maps, anything available that will improve accuracy. For one of our maps we even have the names for each individual trench that most be attacked.
This is a small preview as to what the map researchers have produced for the team...hand drawn plans.
This picture is taken from our sketch map of Langemarck, and early war map that will be included in our first release.
From this, the team has been able to import certain images into the vanilla unreal editor to start fleshing out the maps for testing. This is the same process we'll use once we have the RO:HoS SDK.
Concept
In order to illustrate this better, pictures are shown below to explain the technique much better, but it must be noted that this is only an example map and will not be created for the game, merely demonstration. The first image is a basic floor plan layout created by an architectural drafting program and then edited in a photoshop. What this tells the team is 2 things. What to map and how the player will move throughout the space.
The next step in this demonstration map concept would be to perform a sketch overlay. This is a loose visualization into basic player interactions within the maps playable area. Seen below is the sketch overlay image for this map concept.
In order to gain a better understanding of the concept, the 2d image was imported into a 3d architectural modeling program for visualization. This recreates what the concept designer is thinking and allows mappers to gain a much better understanding of the space required. This is again basic and only to give the team members a sense of the task at hand.
The next image is after 'real world' building heights have been factored in. Again, as it is a concept, nothing is 'concrete' at this point.
To give the mappers a better understanding of the concept, an artist might add details to one area that will give preview to the rest of the area. Again, here research is key as architecture is extremely area specific.
Buildings
The following images are a small example of how a real world design application can be used to help mappers understand the architecture required. This technique is another way the Iron Europe team is adding that little extra realism to the mod.
Statics
At this stage, the map is almost ready to be handed to the mappers so that they can do what they do best. On top of the level conceptualization, the team has been busy with static props for the team and community memeber to use in their levels. The following image shows a small example of what we have been working on.
We hope you enjoyed this post and please stay tuned to read about how we level design for larger, more open spaced maps. Remember to sign up to the forums and have your say!
-Iron Europe dev team