Yesterday, I started a new area, with no lore, no design plans, nothing. Just sat in front of Noggit and went with the flow. I thought it might be interesting to keep a day by day record. I also thought it might be nice to give new mappers an idea of a work flow process.
You're input and suggestions will more than likely help shape this area. I have no target outcome, so your suggestions wont be shunned immediately. (unless they're rediclous.)
So! Enough jabber!
RELEASES: Every day I'll release the backups of the previous files for personal use. Do what you want with them. http://www.mmowned.com/forums/world-...-releases.html
Day 1
Day 1 notes:
Basic layout, couple of mountains. Thought a waterfall would look nice. Stuck in a few human keep walls and a gate to define the area edge, and to cut corners with blending the grass with the steppes ash. Sod it, im lazy.
Day 2
day 2 notes:
Tree placements, many of the lights / fences and the buildings aren't in their final places. I just added as many WMO's and M2's as I could be bothered to start filling areas. *bad practice techniquees!* /slapwrist. Ditched the trench for the river cutting through the land, looked tacky. added Caves to suggest an underground river. Still planned to run down the side, see how it goes.
Day 3
Day twee notes: More pathing, positioned some buildings. Slung in a fountain, slightly overscaled atm as tested in game, looks tiny at the right scale coz of the width of the path around it. Will remember to change it sometime. Added many a bush to the ADT, most aren't positioned yet. (As seen in pic 1 and 2) Tree problems in game, not showing. Gona swap tree model see if it'll solve it. Keep is also missing in game - God knows why. Crosses over ADT's so I'll just copy the positioning into the other ADT n see if that helps it.
Day 4
Day 4 notes:
Ground clutter.. ground clutter.. ground clutter.. Hex.. Find "YLCM" Find next.. F9 01... Find Next.. F9 01... Find Next.. F9 01... That's pretty much today in a nutshell.. Covered around 60 chunks i think.. Maybe a few more.. only 150+ left to go. woot. This is probably gona be the worst part. I hope to god my choice of Ground clutter works well. addition notes and fair advice - atleast from what I've figured out with ground clutter (this is the first time ive actually bothered to change texture effects - Thanks to WoWDev for ADT info) - make sure there's a texture on every chunk that spans the area you want clutter and add your effect to this texture. Problems risen with pathing since I've been adding effects to the base texture which (i gather) would cover the entire chunk, resulting in grassy paths. we don't want that! Grounds for a repaint >.>
Also: Tree problem from day 3 fixed itself. no idea how. Can't complain. Keep is still missing.
Day 5
Day 5 Notes:
Well! It wasn't really a "day".. more like an hour, if that tbh. But today I just prepared the path to the Dock area just east of the area showcased on days 1-4. This dock area and the path between it and the town are, atm, going to be the boundaries of this whole edit. Considering the time it's taking me to get on with this edit recently, I'm going to try and wrap it up as soon as possible. That said, I still aim for it to have quality.