Well, when I work a level I sort of go bass ackwards. I have an idea for how I think it should look (SP only work) and sort of "go all out" as I build. Irrespective of my overall work flow (which does start with laying out the area's terrain, then setting trails, etc, putting down terrain impressions for water, etc.) when I am close to finishing the area as being 'built' I like to run through it in the game instance and take notes.
One thing I have started doing is making areas for travel a bit wider than "realistic" trails would be. I have done a LOT of hiking in my life and very few places in the wilderness that are heavily forested give you more than something like a deer trail to walk. Can't really do that in a module. So I usually make a 'narrow' path about 3 bodies wide, with a bit of buffer on either side, so maybe 4 bodies wide. A wide street like path or heaviliy used road I would at least double that.
This holds true for alleys and back travel streets as well. The only reason I do this is for easier navigation and pathing. I hate it, really. I like to create 'realistic' areas and sometimes that means a really cramped passageway. As game play goes, that really causes a lot of issues. I don't think anything is more frustrating than having your party attack only to have the rearmost members suddenly turn around and start heading the other way, trying to find a path to attack the ones in the front of the party.
When the area is built out, I start looking for things to take out. This is what I mean by 'bass ackwards' when it comes to building. I'd rather start fully fleshed and reduce things, then to start spartan and keep adding into it. I can never tell when I've put in too much. If I just slap it all in there, I usually can better tell when I've removed enough to not ruin the effect I'm shooting for and still not have all that stuff jam-packed into a scene.
And while I don't think 3000 placeables *(and I know you were just being egregiously exaggerating) should necessarily go into any SP module, either (it's pretty much out of the question for MP/PW building) you can probably get pretty close in heavily forested areas. I have a couple of forested areas that easily have something like 2300 tree/bush placeables in them. Still, though, there are no houses, large fountains, etc. to help damper performance either. Those areas are on 24x20 and 28x26 areas, so there's plenty of room for open spaces as well.
Lately I have been experimenting for a project I am working on (I prefer to be somewhat less than frank on the details at the moment) and have started really digging hard at what chokes an average computer with too much detail. I figure my system is relatively average by today's standards. I have a dual core AMD FX64/2 with each core running about 2.6GHz, and 2GB PC800 DDR2 RAM along with an ATi X1650 Pro w/512M DDR2 or 3 RAM. I figure that's about 4 or more years old, technologically speaking, so if I can play my modules, then they should run pretty okay for about anyone (pending bugs, of course.)
Another thing I have wrestled with is building out into the non-walkable area. I do a lot less stuff in those areas, but, as the minimap shows even those areas all the time, I hate that 'naked' look to the map view, as well as not liking it aesthetically when somene gets near the edge of the non-walkable area of the maps. I do remove a lot of stuff around the edges, though. After all, I'm shooting for improving overall performance. Again, my bass ackwards methods are presented in accordance with clearing out those non-walkable areas before they start looking 'too bare' like Old Mother Hubbard's Cupboard.
Leave plenty of room for clear pathing.
Make trees fadeable and (for the most part) walkable [again, for pathing reasons]
Don't clutter up your passage ways, alleys, entry ways, paths and streets.
I recommend: Dumping more in there at first and then gradual reduction for best overall looks.
Other than that, the size of an area should be considered along with what you plan to have going on in that area. The more things to do, the larger I'd recommend building the area overall. If you're going to do city streets, you might change this idea and go for long, narrow streets with some side paths and create long, narrow areas on the order of 16x 6 or something. Or even make them smaller with walled off sections and you could get away with 2x8 sections or something. In a city, the placeables cards and the outer map view probably isn't going to be as important to looks as it seems to be in the wooded areas, where suddenly missing trees look -- weird.
Those are my first overall impressions on level design (which I presume is really indicating Area Creation.)
[edit] ninja'd by PJ156!
As to encounters and such, having a mental image of the environment is probably a good idea. I don't remember who posted it, but it might have been Dorateen. He talks about having a reason for the animals/creatures. LIke a crypt, you'd have spirits and guardians of the dead, because that's where they belong. You might find some larger spiders (who eat the innards of the poorer buried (who couldn't afford a stone sarcophogus)) and rats, smaller creatures as well, like bats, sort of a cave/crypt ecology, and then, of course, there'd be the occasional grave robber, mad magician undead lich wannabe might be found there, too.
So when it comes to populating your areas, that's a good idea to keep in mind. I wish I could remember where I saw that. It's probably in the modules section somewhere.
best regards,
dunniteowl
Modifié par dunniteowl, 02 août 2010 - 10:28 .