Author Topic: Limpfittz Building Strategy  (Read 11487 times)



Bump.

Thanks for the Advice. This will be really helpful for me.

BadSpot should sticky this.

I didn't really need this, and I don't think I learned from it, but it is very useful for new players and bad builders.

Now make a tutorial on how to make good quality space ships.


Get ready to build:
I'm sure everyone CAN build, It's just a question of quality, and patience. Here's a small list of things you should think about:

1. Make a good template for your bricks. (Press "B" ingame, and re-arrange the bricks as you want them)
2. Make your self comfortable, get some snacks, sit down and relax before you start building.
3. Focus. Ignore the chat for a second, or make a closed server. It will help.
4. Patience; It's the key to good build, don't rush it, a good build can take weeks to finish. 
5. Go get yourself a good color palette, I use Zonearks, but ask your friends wich one they're using.
6. Download the tools needed, I use Multigun, Duplicator, and the Fillcan.


A few notes:

If you spend enough time not fussing over your brick load, you will get so fast at getting the next brick you need that you don't need to worry about brick load at all.

Also on 4, if your build is taking that long you are probably spending the time getting everything just right before you move on to the next section. Learn from the pros:(no, not "building pros", I mean people who level design for a living) Block it out first before fine tuning and detailing. Valve, for example, blocks out levels using "orange" dev textures before texturing and applying detail.

The difference of course being perspective. Valve maps are meant to be played, builds are meant to (usually) be looked at. This is an issue as your brick count will increase exponentially for all the extra points of view you have to cover. Say the player is in an inescapable trench. In this case only the parts the player will see(inside of trench) need to be created. But when that trench is a build, things wont look right if you don't make everything created.

While this looks awkward from above


It looks fine(aside from lack of detail) from the players perspective.



This is all part of making your build seem larger than it really is, a carefully crafted illusion skill that is underused. If you keep the player within certain bounds, you can use this and other shortcuts. For example, the barred off area. As you can see, the trench turns and disappears after the bars. Another shortcut. We don't have to build what they wont see, and we can get by without creating an actual end to the trench. This keeps the knowledge of just how far it might go away from them, and presents a feeling of an actual world rather than just a build.

I always try obnoxiously large builds (that I never complete) and I notice that the easyest way to get the farthest possible to to make a general rule for how the bricks go. Say all valleys would be done in such and such way, all hills like this or that. Once you get the general idea down you can make a large map like area for which to base your build in using these features. Later you can go back and tune up things to make them look less repetative.
I dunno... thats just what I do....
Then again I wouldn't take advice from someone like me that has not actually completed a large-scale build since 2007...

A few notes:

If you spend enough time not fussing over your brick load, you will get so fast at getting the next brick you need that you don't need to worry about brick load at all.

Also on 4, if your build is taking that long you are probably spending the time getting everything just right before you move on to the next section. Learn from the pros:(no, not "building pros", I mean people who level design for a living) Block it out first before fine tuning and detailing. Valve, for example, blocks out levels using "orange" dev textures before texturing and applying detail.

The difference of course being perspective. Valve maps are meant to be played, builds are meant to (usually) be looked at. This is an issue as your brick count will increase exponentially for all the extra points of view you have to cover. Say the player is in an inescapable trench. In this case only the parts the player will see(inside of trench) need to be created. But when that trench is a build, things wont look right if you don't make everything created.

[images]

This is all part of making your build seem larger than it really is, a carefully crafted illusion skill that is underused. If you keep the player within certain bounds, you can use this and other shortcuts. For example, the barred off area. As you can see, the trench turns and disappears after the bars. Another shortcut. We don't have to build what they wont see, and we can get by without creating an actual end to the trench. This keeps the knowledge of just how far it might go away from them, and presents a feeling of an actual world rather than just a build.

This is terrible.
1. the template is the key to building fast, no mather what you say. And it takes 5 minutes to set one up.
2. No, if you want your build to increase in detail level, you have to spend time on it, makes sure that everything fits, and that the details look okey. To just rush through the build is plain stupid. I didn't mention that you should work hours and hours on the same part of the build, I just mentioned that the whole build COULD take days, even weeks to complete.  You are right about the perspective thing tho, but I don't know why you even brought that up. :P


Ok let's not stuff on each other here, this is just one members' strategy to building.
Not the holy grail of talent.

I hate it when you're right :(

I rate this...

Haha, I really need to fix those stars. I used a background color for IE6 mondays but now I don't care about them.

Ok let's not stuff on each other here, this is just one members' strategy to building.
Not the holy grail of talent.
I disagree, I honestly think Limpfitz is in the Holy Grail of talent. Sittin' in there with Badspot, and Space Guy, and probably Kaje :D

I disagree, I honestly think Limpfitz is in the Holy Grail of talent. Sittin' in there with Badspot, and Space Guy, and probably Kaje :D
Yes but theres still no reason to fight, and very nice tutorial Limpfittz. very helpfull to newer members and such.

I disagree, I honestly think Limpfitz is in the Holy Grail of talent. Sittin' in there with Badspot, and Space Guy, and probably Kaje :D
Please, dont inflate his ego. It might pop.