![]() ![]() General Layout – This is the part where you define the overall map. it’s the one that is nestled in the middle of the EIC fort on the bottom floor.Ī. ![]() What next? How do we get that pen and paper sketch and turn it into something great? As an example, we are going to use a basic house. Let’s assume that you’ve gotten some vector experience under your belt. There are some helpful websites out there that can help you hone these skills. Personally, I would never be able to teach someone how to become a vector artist. That’s why we design everything from scratch and we do it using vectors. That’s fine, but it will take away from the continuity (and originality) of your map. You may be tempted to go find some graphics on Google Image Search and use them in your map. One of the secrets to creating a real good map is to do everything yourself. It’s original purpose is for website design, but it works pretty stinking good for Worms map design as well. If you want something free, GIMP is decent and of course MS.Paint. OK, so there are a lot of options out there for designing maps and for digital artwork in general. Every MnP map that I have EVER designed has started on a piece of scrap paper. You have something to focus on, and that’s very important. Your mind should already begin to see the final product. If you are designing forts, do you see any obvious balance issues? If it is simply a normal terrain, can you tell where the bottle necks will be? Can you think of ways to create challenges for players difficult places to reach, great defensive and offensive positions, etc.Īfter putting a little ink on paper, you should have a pretty good sense of what you want to create. Imagine how a battle will play out – Think about how the layout that you created will actually be played by gamers. As you determine the open spaces, your map’s general layout should emerge.ĭ. This doesn’t only refer to actual rooms, but to open spaces as well anywhere that a worm can walk and fight. Rooms, rooms, rooms – Use this opportunity to flesh out where the “rooms” will be. When you start working on the graphics, you can use a screen grab of a worm, but while sketching the map on paper, remember how big objects should really be in relation to each other.Ĭ. We use a proportional scale that allows us to keep the same sizes for objects across all of our maps. MnP loves making maps with real buildings and vehicles that you can battle it out in. Proportions – Keep in mind we are talking about worms here. In either case, visualize your size limits and keep that in mind for your sketch.ī. Size does matter – In Worms Armageddon you don’t have too many limits for map dimensions, while in Worms Reloaded you do. Just concentrate on a few basic things:Ī. Just grab yourself a pen and paper and sketch out your map. All of this will round out the theme of map and it’s at this point that you will be ready to start putting the ideas on paper. Think of the weapons you’ll be allowing, the time limits, the random objects. Invent a Scheme – Is this really all that important? And why are we doing this before we actually draw anything? Because if you really want to convince a player that your setting is worth playing, you’ll need to know from the beginning just how your map will be played out. This will help you focus on the finished product, and fuel the fire until the work is done.ĭ. But if not, invent a history for your map. If you are developing a map that comes from a part of real-world history, then the battle is half over. The setting of your map should be real to you. It’s Gotta Make Sense - The map idea has to be convincing. Our maps usually have something unorthodox about them, something that makes them special, at least to us.Ĭ. This is why we usually choose very specific map ideas and development them. Uniqueness – While many ideas for worms maps might end up looking great, not all are going to be a great gaming experience. That passion is going to bleed through to the final product.ī. ![]() But, your theme should be something you are really passionate about. The theme is only limited by your imagination. The Overall Theme - To a certain extent, you can pretty much create anything you can think of as a worms level. To determine the answer to that question, here are a few points:Ī. Because at the root of all Worms maps is this overly vital issue: Is it gonna be awesome? But that’s usually the question we ask one another right before one of us goes on to describe a Worms map that we would love to play on. What a question! If I had a chocolate bar for every time one of us asked that, I’d be sick. ![]()
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