Defining Awesome — Example of map creation process
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  • Example of map creation process

    Written by . Posted at 12:14 pm on May 27th, 2010

    This is how I’m working nowadays on creating maps and the map editor code. I take a real picture and try to recreate it by using procedural generating, texture blending techniques and scripts.

    Example: This is the source picture.

    This is a simple form made out of tile masks and textures. It is as much as I can do manually.

    Now the procedural fun begins. Lets add a more realistic concrete.

    Lets color the door and add leaks from the top of the building (these are calculated based on the building geometry):

    Using the same technique lets add soot that gravitates towards the bottom:


    To show you that this is not a paint job lets apply a different seed to the generating algorithms:

    Finally lets use our imagination and color the building according to our preference:

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    1. Underline

      Nice, really impressive!
      Is that possible to add drawed textures?

    2. randomguy001

      MM can I help? im a great javascript scripter! check this out! Stand back as im about to have the web page print “hello world”!! *gasp*

      document.write(“hello world”)


      If you have any trouble with getting text on your web page, im your guy ;D.

    3. I know I’m not making you happy by saying this… but if I could add that first REAL picture AS the map… now THAT’d be some graphic! I mean, just LOOK at those textures man!
      Your procedural generation works great, and by God, 90% of the map-makers will be happy to have it, but if you allowed those other 10% to add such great pictures as the textures and map itself… WOAH.

      Let’s be honest, why wouldn’t you? It is just be such a great advantage! I keep looking at that HDR picture of that building and thinking “that’s what Link-Dead looks like!”

    4. Hell ! graphic is not the most important as we can see in soldat but, as a new game it should have some things implemented like those AMAZING lightnings in your video or those nice textures.

      ,Btw. Soldat doesnt look bad with nice textures as well ūüėČ in my opinion

    5. put some sprites in it, i want to see it : (

    6. not bad. but sigvatar’s old map looked a ton better. I’d skip the black outlines, cracks look really bad, there’s too much black noise. show some promise but wasn’t the new artis supposed to work on this stuff?

    7. That is looking very nice, but as Tenshi said, it would be good to go either procedural or painted.

    8. *to be able to

    9. Everything is customizable in this editor. You can add your own textures, tile masks, scripts. I’m sure someone can do better than me, but I am still learning myself to use this tool and am perfecting my techniques.

    10. Michal, why do you show to us every new cool technology in LD you did made?
      I think it will be better if we’ll see right in the game.
      Some kind of surprise.

    11. Michal, why do you show to us every new cool technology in LD you did made?
      I think it will be better if we’ll see right in the game.

      I like when people complain and compare stuff that has no relation to each other. Like the old video with cool lighting and this which is mainly a map editor feature preview.

    12. Thank you, it’s good.
      But we also need more gameplay videos and screens. It’s normal reaction of potential gamers :)

    13. Wait to see this will full lighting and effects. And a big surprise will come. I’m not showing any sprites because you will think it’s a different game completely than what you thought. They are better than anyone expects.

    14. ramirez

      That’s some impressive stuff, I really like how the outcome looks like. Good job!

    15. Happy Birthday Michal;)

    16. Oh it’s your B-day today?? I wish you Happy Birthday and lots of successes with linkdead!

    17. Map making is pretty fancy! But I’m just wondering about gameplay at the moment. I don’t really know where to post feedback, so I’m just going to ramble here for a bit.

      Just in terms of controls is it possible to make the “Jump key” (default space) to have the same effect of pressing the “up key” (default w).

      This is to remedy control issues where you jump vertically upwards but cannot ‘pull up’ using the “Jump key”. You must press the “up key”. I’m not sure why two different keys are needed for ‘jump’ and ‘up’.

      Also, instead of pressing “w+s” to drop, couldn’t these be compressed into one key?

      Sorry if I’m just stating pointless issues. Link dead is looking great so far!!! Keep up the awesome work MM!!!

    18. lol sry i failed it was 4 days ago ūüėÄ …
      but he posted on facebook BIG THANKS FOR EVERYONE WISHING ME HAPPY BIRTHDAY!!!! My whole wall is in wishes, amazing :).9 hours ago..

      so i thought its today :( sry

    19. Nice work Michal. I was just wondering (not to make your job more complicated here), how much control does one have for post-editing? For instance, I love how the leaks are formed through geometry, but say I wanted to change the contrast, colour and texture of those leaks afterwards. Is that possible?

    20. Snow: ahh… hmm… no. You could swap the texture with a higher contrast one. But I’ll think about some contrast/brightness controls because I haven’t made that yet. Thanks for the suggestion.

    21. What I’m missing in graphic-terms is some sort of blur effects. Like when a grenades explodes, that well-known blur-circle should spread. Or in general a small blur caused by fog/smoke/heat, including the gun-muzzle-flashes.
      Or maybe even the edges of the screen just a little bit blurred out?

    22. The procedural erosion effects – I like

      But how far can you get without using an image file for texture?

    23. Tenshi: I would be careful with blur effects. Aren’t you playing too much contemporary games?

      HT|: I can go as far as I want, but:
      a) it’s unnecesary and too much work, using textures is faster
      b) it starts to get slow with all the computations

      But if I wanted to I would do it all procedural and fit the game on a 3’5 diskette LOL

    24. But then nobody could play it anymore, only hardcore-oldies ^^

      And yeah, I do play a lot of new stuff, but motion-blur really added an extra-level to my perception. GTA IV was more intense than ever!

    25. it should be blurred when either close by or experiencing Shellshock,

      id like to see your solution for shellshock michael…

    26. Blacksheepboy

      Win win win, that’s the best, most versatile way to doing things if I am not mistaken. Of course me saying this is just redundant.

    27. Blacksheepboy

      haha, never mind on that last comment

    28. Procedural generation? Holy crap that’s awesome, Michal. I’ll map like a bitch for your game :)

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