I don't really know what the map is about yet. As with Day 14
-- I am just building a place, and I will see what comes out of it. I know from experience that this is not the way that many mappers work, and many would say that it is not "best practise" to do it this way. But it is the only way I can do it. I do not think of a story and map around it --- I make a map and write a story about it.
Thanks, Kasperg, for your comment. I have been trying as hard as I can with the brushwork, and I plan much, much more detail. As I said, I think the map is only 10% complete. But I have to be careful with the optimization. Right now, after moderate optimization, the compile time is 20 minutes --- with only the single environmental light. I have not lit inside any of the buildings yet (all the buildings are completely accessable) and so I am trying to learn more about hardcore optimization before I continue. This is the biggest map I have ever done, by far.
I'm looking at a "Silent Hill" kind of arrangement for this one. But there will NO headcrabs. I do plan on using "zombies", but not any of the HL2 zombies. I plan on using human models, with a lot of custom sounds, and they will be more like the enemy in Resident Evil 4 (I've played that a lot recently) rather than traditional 'zombies'.
I plan on making the area into one big, long, multi-part puzzle. I don't plan for much combat -- but there may be some. Who knows? I want to create a truly spooky atmosphere....I'm going to work long and hard on making the player feel very nervous.
I will probably change the lighting a lot (the pic is from the very first build I did of the map) and I have a lot of plans for scenes
-- I have voice actors standing by, and I want to get a lot of complex, subtle happenings in the map to make the player feel scared.
My main aim with this map, the only aim I can identify now, is to make a genuinely scary game, which will suck the player in. Level beauty is kinda secondary.
And nothing is set in stone yet.
If anyone wants to co-map this with me......I'm open to that.
(but you have to be competant!)
Also, if anyone has any really advanced tips for optimizing large outdoor maps, then please get in touch with me!!!!