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Author Topic: Simple Checklist for new World Designers.  (Read 3557 times)

Elinora

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Simple Checklist for new World Designers.
« on: November 13, 2013, 11:16:46 pm »
While I am unable to make amazing screenshots or anything, I did recieve some pm's about how to get around making a new zone or a continent. I use a fairly simple checklist that can be applied to not only World Designs but also any kind of work you're doing in the modding universe.


Level Design Checklist:


1 -[  ]- Draw a sketchmap.
2 -[  ]- Define Scale.
3 -[  ]- Define Colourpallet.
4 -[  ]- Define Theme.
5 -[  ]- List Objects/textures you want to use for the zone(s). Remember if you are creating multiple zones, you may need t open up a spreadsheet and categorize it.
6 -[  ]- Build terrain FIRST (and texture it)
7 -[  ]- Place doodads
8 -[  ]- Texture around doodads, and add details to finish the zone.


That's pretty much the tasks I go through when building something from the scratch. When it comes to creating the files, I usually do it in this order: create WDT+ADT>level design>dbc editing.


I know that this post isnt useful for experienced users, but it may actually help newcomers who just want to build awesome content. I often see content (and in the past I did it myself) that has no structure, basically just built out of the minds of the editor, this may be fun, but in the end of the day it won't look professional, nor will you learn anything from it (apart from how to use NoggIt).

So basically the list is made to help people who has a dream to do more than just WoW modding. As it can be applied to any kind of level design.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

Steff

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Re: Simple Checklist for new World Designers.
« Reply #1 on: November 14, 2013, 06:50:04 am »
Good list.

I would add a suggestion.
Before you build a full zone,  create a 5 x 5 chunks in size test sketch in noggit with your final nature setup.
To see if models,  texturing and ground effects realy fit.  And do the ground effects definition very early

Groumdeffects extremely change to look of your map and perhaps one or two of your detail models will not fit at the end.

My sets contain:

Dirt base
Rock texturing
2 layered groumd texture set
A smale and a bigger road.
A lake at one boarder if it is no dry zone
Tree set
Bush,  scrups and flower set
Stone's
Road elements.  
Signes and lamps.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Elinora

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Re: Simple Checklist for new World Designers.
« Reply #2 on: November 14, 2013, 05:27:49 pm »
That is true.


The key thing with this, is really only to teach people, that without a concept schematic, the whole project isn't going to make much sense in the end.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Currently studying Game Design at Copenhagen University. I also have a big project going on, sadly I have no portfolio of it (yet).

deep6ixed

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Re: Simple Checklist for new World Designers.
« Reply #3 on: November 15, 2013, 07:33:29 am »
Quote from: "Elinora"
The key thing with this, is really only to teach people, that without a concept schematic, the whole project isn't going to make much sense in the end.

That is the key to doing any project worth doing.  If you have the drive to make something good, planning is more important that the work to actually doing it.  Just jumping in with the thought of "Ill plan it as I go!" usually ends up in frustration then abandonment.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »