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Full Version: Any good ideas for custom stories?
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Read old books
Ok, updated the room with just the wardrobe with advice from i3670
[Image: 2zdvy41.jpg]
Now click on the floor, go to "plane" and put to 0.5 / 1 / 0.5
put carpets on the floor. table against the wall with chairs and a pot on it, just more details.
and please dont hide keys under every rock and box to progress further in the game, its annoying.
make a roof and where that level door is make a stair go up/down, and make the map bigger.
detail it out and create a level door that leads to a new map which makes sense you coming from what appears to be a bedroom.
(06-13-2012, 05:05 PM)Adrianis Wrote: [ -> ]
(06-13-2012, 01:53 PM)Skiveo Wrote: [ -> ]
(06-13-2012, 01:53 PM)i3670 Wrote: [ -> ]What do you want ideas about? Mapping? Story?
The mapping is the most important atm Tongue
I recommend you have a room, preferebly with walls and ceiling, and maybe a door. If you've got time, consider including a floor.
The sad thing is I've seen people forget some of those...
I had an idea... not sure if it's been done before... but how about a story involving time travel? You explore certain parts of the mansion which are well kempt and well lit... then you travel into the future and its' teh same mansion but dilapidated, no lighting, cob webs, etc. Doesn't really give you a story to go with but it's something to work with.
(06-13-2012, 10:19 PM)bagobonez Wrote: [ -> ]I had an idea... not sure if it's been done before... but how about a story involving time travel? You explore certain parts of the mansion which are well kempt and well lit... then you travel into the future and its' teh same mansion but dilapidated, no lighting, cob webs, etc. Doesn't really give you a story to go with but it's something to work with.
I thinks already been done, played a CS where you were in the same castle but when you clicked on a portal thing you were in the same castle but it was changed in lightning and certain parts like a different realm.

EDIT: Well how many castle themed CS arent there already so why not.
Skiveo, please do this right now for me:

-Go into your level editor/ one of your maps
-Click on a plane (ie your floors/ceilings)
-On the right hand side of the screen, click the tab labeled "Plane"
-On the top row where it says "Tile Amount", there will be 3 numbers which are zero.

Please for the love of all that is good make those numbers smaller (decimals, not negatives). This will "spread out" the textures, and make them look no so scrunched together. I am flabbergasted by the amount of map makers that don't know about this feature. I suggest 0.25, 0.5, or 0.75 (play around with them, different numbers are required for different textures).

Also, if you have multiply planes in direct contact with each other, make sure "Align to World Coords" is checked, it will line them up 100% perfect.
(06-13-2012, 05:57 PM)i3670 Wrote: [ -> ]The only advice I can really give is this. Make sure that every room has a purpose and details. I'm fed up with square rooms with nothing in them except perhaps a bed and a wardrobe.
Listen to this man, this is very good advice. When you make a room, stop and think "What is this room for? What should it look like to achieve that? What things does the room need to achieve that?" EVERY room. It can be something very simple, just so long as it's not "space filler."

Quote:Also, if you have multiply planes in direct contact
with each other, make sure "Align to World Coords" is checked, it will
line them up 100% perfect.
Also goddamn it, knowing that would have saved me hours and hours of carefully aligning planes... ><
I think what people mean by the rooms having a purpose is that each and every one of them is unique. Having puzzles or important items in every room is not recommended as it makes it is unnatural with every room being so full of things. Even if you got like three drill parts that the player has to find. Having only three rooms for the parts isn't good.
Ok, working on most of the ideas/tips everyone posted, thanks for all the replies =D
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