wtorek, 16 grudnia 2025

What actually matters in a map. For those who asked. My process of level design. [Source]

Preface.

Hello, I am a Source Engine mapper with an experience of 5 years, on and off, with a short catalog of respected levels published to this day on the Garry’s Mod Workshop, and a bigger back catalog of failed and unfinished ones. I was hardly learning — more like falling down a set of stairs while trying not to open actual documentation. I am not saying “don’t listen to me.” Just do what works for you and take from my experience whatever you like. This isn’t a tutorial — it’s a record of what kept me finishing maps.

Describing a creative process is tricky, especially when it’s the real thing and I won’t try to color it. It’s highly for personal use, created organically through the years of trying what sticks. The real process is among the choices that keep you making something every day, to get the endorphins necessary to keep making. The best and the worst things I made I poured the same amount of heart into. The first one is just full of compromises.
    “For those who asked” — I published only my most compromise-full maps. I never called them good in any way other than that they gave the player what was described. One thing they were called is detailed, so below I will post my process when making them. I wouldn’t call it perfect. There are holes in my perspective that I am going to also acknowledge. The first of them is that I am not a professional, anything and I'm still learning a lot with every project.

The purpose driven design.

If I had a religion, it would be starting from a purpose. It’s either the most obvious thing you’ve ever heard or the most contrived. Sincerely looking at the purpose you had set allows you to be aware of the audience you can expect, the features you need to build, and the thematic niche the map is going to fill. If you’re reading this, please, the last thing you want to make is a worse rendition of a warehouse from Half-Life. If I cared to save my old maps, I would have a drawer full of unappreciated "warehouses" that weren’t for anyone but me. These are fond memories, but I would like for them to not fade into obscurity. Know for who you are making your map. You, a hundred people, or a thousand long time fans.
    I say, if you are going to publish anything, anywhere, you want people to see it. Nobody will reach into your mind and try to understand what you are showing them on a Thursday night, searching through the workshop, bored. It’s like screaming on the street, “I am here!” I say — just tell a joke. People are going to notice you. Everybody loves to revisit jokes, but only if they are short. I make content like it’s going to be ingested by someone who hardly cares. That alone has allowed me to come back to one project until it’s the best it can be, thinking of every possibility someone might have a use for it. If it’s special enough, someone will save it to ingest again.

This is an unreleased map. I agreed, help for help, to finish someone's highschool map. The idea was focused on realism and I instantly knew nobody but people attending it would appreciate this aspect. At the half-point of development the other designer ended burned-out and now I have to repurpose all of our work for an actual gameplay (purpose). Presumably its going to be a Trouble in Terrorist Town, immersive map.

The best way for me personally to learn what features* are available to set my map around to make the room I'm making fun to play. 

*Features (here) are what we manage to do with the features we already have been provided by the engine and Valve. That means backed in lighting, physics and ropes, dynamic shadows, project textures (how many you can fit), animated props that you have stumbled upon which can give your map some movement. Make a part of your map around a feature, let the player engage with it effortlessly and market the thing furiously on the workshop page like the whole satisfaction from your work depended on it. I think it does.

As a Garry’s Mod mapper, I have never made a Valve-style linear level. I didn't need to. When was the last time you ran around in a Half-Life 2 level instead of the generic gm_construct? Campaign maps are beautiful, but their purpose is very different from the way most Garry’s Mod players engage with content. 
    Instead of hopeing the player plays it right, I pack my levels not only with detail but with small ways to play in any given direction. Because previously I was surprised of the ways people said they engaged with maps I made. I make a shooter arena and someone builds a house there. I make a neighborhood to live in and someone roleplays a war there, then asks, “Where are the AI nodes?”
    It seems like the ways someone plays cannot be expected in a sandbox game, but that’s not necessarily true. A map can have its intended niche — like being made with a lot of optimization in mind or not — but there are some ways everyone engages with every map. It’s through something I’m going to call “loops.” It’s a theory that if the player, going in any direction, meets a wall and not at least an enterable building with a curb to another part of the map leading to another and another, then their gameplay will be interrupted and your effort will be missed. If you make something you expect the player to enjoy — a nice view, physics objects, or a feature — then put it in their way.


rp_foreign_desert is my first map and a good example. Made for roleplay servers, it had huge constraints on the allowed file size and optimization that is required on an addon heavy roleplay server. You can see how every detail needed to be  deliberate. Every wall has something to engage with, and the busiest spots are the most visible corners. They are taking the players attention as he is walking the looping path. The detailed market stand is catching the eyes of those who didn’t see the sign that they can find the market there — an important area.

How to know it works?

Walk the path yourself a thousand times. Make a coherent picture with an ease of use. If you have the freedom to make a building that can’t be looked at from above, use it. Real-life logic doesn’t matter for more than two seconds. For the player goes through a tunnel, it matters more what’s new than what they expected from the previous room.

    Fun doesn’t care about logic. This is a game, and everyone playing knows it. They intuitively give you the space to set the best, most efficient, and most deliberate stage — like in theater — before them. And then you would  sacrifice some fun to convince them again that this is real life. Don't do that. Look at the Half-Life 2 maps again. Notice how the most fun gameplay arenas don’t make much real-life sense, and see that you had never noticed it while engaging with their fun. 

(On the map) Look at the red tunnels and the looping pathways everywhere. Bigger and smaller loops change the speed of gameplay. The bigger they are, the fewer useful buildings they have. This also shows my Counter-Strike inspirations. It doesn’t mean many buildings aren’t accessible, but it creates ease of engagement with the level. (Not visible here.) Street names are also simple and easy to remember, like places in CS jargon.

Once I understand the purpose and the features, I have “scope.” It’s a thing development teams set for projects to know how much resources they have to spend on it. For them it's often money but our currency is only effort and time. I can’t say how many open big maps I’ve attempted to make and couldn’t finish. There is a place for this kind of a map, but its unoptimized and not very detailed. Be sure you want to attempt it and understand the real scale of the challenge. The same goes for something like a detailed building with every window see-through. This is an old engine, and so is its optimization technology. 
    Again, look at how Half-Life 2 was made. Its maps are beautiful and optimized. Today, this engine is as wide and useful as Valve needed it to be back then. Of course, the maps could be more detailed on today’s hardware, but not by much. That is why don’t recommend playing the most detailed mods that look almost triple-A unless you’re looking at them directly in the editor. They’re made with many custom models and aren’t popular on the Workshop for a reason. They’re only worth downloading when packed into a mod with hours of engaging gameplay — not for a player who already has 30 GB of their favorite addons. At first, try to make a nice-looking, small map from the available assets.

I always parkour around and shoot stuff every time I add a room to a level, engaging with it when I’m bored. I look at it from every angle and play with it like I’m stuck in a doctor’s waiting room (I live in Europe). If I don’t have a better map from the Workshop to run around in, then I know I have something detailed.

Not a corner unfilled.

Map setting and theme.


This map was also made for readability during street fights and with a theme that was always in reach of mappers, but for some reason was unexplored. Good opportunity for me. Most of the assets used are from CSS, which players already had mounted. There were also occasional new models and Half-Life 2 ones, but they blend in nicely because of the same lighting and color palette. It’s detailed enough for what it represents. An Arab-world city to roleplay in.

You don’t need new models to make a great new setting. There are still many CSS, Half-Life 2, or L4D2 assets that together can tell a different story. Is your setting rust-filled? Cheap and messy? Or clean and tended to every day? To detail is to make a busy picture every step of designing. It can be less busy or more, but if the quality varies too much, the part of the map feels unfinished. 
    Models are awesome, but they need to fade away; pretty brushwork detail also needs to disappear behind a corner. On the other hand, the solid wall they hide behind can be split into many brushes, each one with a different texture, with no impact on performance. Many materials that are available in Garry’s Mod and its mounted games are all done professionally so in standardized sizes. It’s pretty hard to make your own textures, and nobody should really do it unless you’re making a bigger mod or occasionally. I learned repurposing an existing texture, usually by clever placement pretending to be something else or even modifying its “.vmt” to give it a different property or blend it with another. These are very light sized when into your map. They even indirectly make use of the mounted assets that you don’t own without directly packing them. 

See how the rock lining texture on the flat wall around the elevator makes it look detailed. It actually doesn't have any brushes or models sticking out. Often textures are intended to be placed together but the one on the rock lining is from a different game than the others and you wouldn't notice.

Fully abstract map layouts are fun but feel endless while played. It’s like a movie where you can only guess the runtime. If its scenes don’t connect intuitively or you can’t grasp the bigger picture, the runtime feels eternal.
    To illustrate, imagine watching a movie in a cinema with no way to check its runtime. Until now it was an action movie, and suddenly no action is happening — characters are talking. You expect a fight to break out. If they fight every time, it gets boring. If they don’t, the director has your attention.
    The same applies to maps. If you go through a cafeteria door, you expect a hallway or kitchen. If you end up in someone’s apartment bedroom, it kills your interest. If you can predict any outcome, even unpredictability, it gets boring fast. There is no story that's being told. There is no engagement with what’s on the screen.
    If you struggle with balance, I recommend this method: when I walk through an area and look at it from every angle the player might see, I squint my eyes. I look at it like I’m seeing it for the first time. It’s now a painting with very thick strokes. What do you see? A sunset highlighting a light wall with small shadows scattered around, or a picture you can’t look at any longer because you don’t know where to go or what to look at first?

gm_destruction_defend — how does this picture strike you when you squint your eyes? Do you see a clear path? The available choices for the player? Where does the playable area end? Now open your eyes. It’s realistic but readable.

You can make a new and believable map this way. Its a tight line where one thing moved can change a beautiful map into a dated one. Lets remember again how old of an engine we are working with. A little light change or a complicated shadow on a complicated surface can look bad after compiling in a moments notice. It's a curse but also half of the fun.
~You can't reproduce 1:1 a real life picture in this engine and that's okay.

Color and lighting is all that you need. 

Guiding the player through your gorgeous map.

You might have noticed that the same principles apply to all of the things discussed: the level flow, themes, their flow, and the flow of features when the player is freely engaging with your level. As you're designing the player experience, you are painting a picture that will point out the choices and the features in the player's reach in a way that's readable. At the forefront of this communication is definitely color and light — which I saved for last, as it's the most subjective.

My way is to know my sun direction and color when making the brushwork it's going to fall onto. Be aware of how the shadows of the buildings and telephone poles will paint onto the repetitive texture of ground and walls; this is where you need shadows the most. I am again describing shadows as being painted on a surface, because if you don't look at them as an opportunity to add detail, then you are wasting one of the best-looking tools at your disposal.
Think about the best-looking areas in Half-Life 2 and you'll see the best use of a simple technology, where half of it is skilled staging of detail and the other is contrasting shadows. The lighting (the common baked-in lighting) always looks best in contrasting conditions.

Half-Life 2 — Nova Prospekt. See how the lack of lighting in dark areas, blending into the very bright artificial spotlights, created not only mood but also highlighted details of models and bump textures to bring out lots of detail in an otherwise dated-looking frame.
That is why you want to know the sun direction before making other things, like the windows it's going to peek through. The sun is a good opportunity because your (and your players’) mind is actually so habit-oriented that it reacts like it's real. It's giving you the endorphins just looking at the screen. There wouldn't be the gloom of Nova Prospekt without its artificial blue lighting; if the orange sun of the canal levels was here, it would paint an entirely different picture. Without it, designers resorted to spotlights and rarely working prison lights. Think about the many backrooms and dead ends there are in the Nova Prospekt levels. The lighting contrasts well with their dark interiors, highlighting where the player could go to explore and where to progress.

From an upcoming horror map. To make the area look impressive, I highlighted the single shadow of the shelf. This detail detracts from the dated lighting of the models on the right.

When you see an area that looks square and not lively, it's instinctual to paint on some mess. You're going to do it with trash models, graffiti, or displacements if you're cool, but the best-looking way is to light it like brightness is fighting the darkness. A lamp is highlighting the pillar and being suffocated by it. This is the simplest recipe for a space that looks real.
    It's actually a good habit to not go overboard with different colors, just like Valve did: just two or three modes of lighting create a cohesive mood and make it really easy to guide the player. As in: The moonlight, combine lamps, prison lamps. Also, when you start introducing some ambiguity with shadows, you can then afford to sacrifice some more demanding things. Good (backed in) lighting is a lot cheaper on a pc and your time than any other type of detail. If you look at any Half-Life 2 room, you'll see how simple they would be without the lighting. Finally, just setting your map in an entirely dark or light space looks flat. 

Final wish.

Some of my conclusions are products of what I personally liked to do during the making of my maps. They imply little planning and regular procrastination, as well as giving it a place in play-testing. If a different way of mapping motivates you regularly, that way might as well be superior.
    Levels made by game companies, in the worst case, are made by two differently oriented people. As mappers, we're supposed to fit in many roles when we were born with only a few strengths. Creating with the tools we have, trying to get a cohesive experience that feels useful enough on some level. 
    A huge amount of effort can be put into a level without making it cohesive. Make something that you are able to finish and put it in the player's way. Players want to appreciate it. Just put it in a place that makes it easy to be found, and give the player a "feature-box" they would like to come back to.
    My wish to the reader is this: Please don't waste your effort on things that will be standing in a corner on a unpublished map, only appreciated by you.

poniedziałek, 15 grudnia 2025

Bugonia. Don't get put down, grabbing onto insanity for your life.

These "online people" seem crazier than ever.

This essay about the themes of the movie "Bugonia" Its not a review or does it contain spoilers.

Bugonia is the same old story, but for our times. Tales of class division, its consequences, and those most inspiring stories about kings learning to be the little people. Those are not new issues. They are older than capitalism and as old as human nature, the need to partition and focus on what’s in front of you. Once we hear a fact a third time, the thousandth doesn’t make a difference. It gets quieter, like a defense mechanism from hearing the same alarm for centuries. We already know our nature and that it’s an unimaginable amount of work to think about it. To listen to the person in front of us and challenge the views that made us. What else are we going to grab onto, spinning on this fragile planet of ours?

Set photo from the Bugonia movie.
One side is seemingly out of his mind. Years of pain and denial grew into his tangled trauma. But he isn’t without hope, not from the beginning. His every step further is a conscious decision. You can see his face change. Will he think and judge? Or go further in the direction that he was launched into a long time ago? He’s got his echo bubble, he is agreeing with himself already. He was certainly once wronged by this woman and is justified, even if he comes out wrong. And he won’t, because he decided to lose himself already.
    She, on the other side, is in the right. A victim of losers who grabbed onto her highness out of jealousy. Because she earned her place and is too big to lose. She is certainly smarter and more educated, doesn’t forget to mention that, but she wouldn’t use it on him because that would require some kindness. She is able to do it, as she spoke personally with every victim of her company’s actions with a curated smile. Now she would need to get out of her skin for a much longer time.
    But she is bound to a chair and isn’t speaking to somebody in need that is at the other side of a boot. You can see how she tries, because it’s a matter of survival for her. Once the violence starts, she is brought down to her wits and out of her ego.
    Both sides of this divide are forced to listen to one another. They try to get as little from each other as possible. To win, they need to quit their own realities, which are as similar to each other as they are hostile. She had theoretical degrees and he has his YouTube degree. In a cloud of confusion in the information age, the truth will come out of necessity. 

Back to square one. 

You can see him losing his mind and her regaining it. It’s shown by the way the Earth becomes more flat than round with every act break, and how little things begin to make too much convenient sense for the man that is losing his grip on reality. With every regrettable decision, he gets easier to manipulate. He doesn’t want to think about so many things that he will grab onto anything now set in front of him, and she is the one setting the stage.
    By the force of nature, she is more resilient and conniving. It doesn’t matter that we don’t recognize her anymore and that she might not be so fun at parties at home. She is not a hero, and he set up his failure by not acknowledging reality — the same thing that she just began to do. To survive, she needed to escape, and he shouldn’t have done what he did: kidnapping her. Then everybody would be at square one, on the same Earth again. 

In Bugonia, as nobody is able to acknowledge any truth, the woman does resemble an alien, and the humans are shown to be like bees that, once they become hard to manage, are put down with their owner’s choice.

At the end, the movie itself is going crazy. Every rule is sacrificed for the message. Every little person or king on Earth is now reduced and being put down. It’s by a god-like power that some might have been aware of, but it still wouldn’t have mattered. There is no plan or spaceship that would save the humans in this reality. No laser beam to wither your existential fears away. We are members of the same bee colony, and all that seems to matter is what’s good for the hive.

 


niedziela, 14 grudnia 2025

ARC Raiders and Sadists. Allowing human nature to show itself.

The game's formula works the same on everybody.

Many people loved ARC Raiders as much as me. The sound design, beautiful and intriguing technicalities, and tight movement. All of the above are why so many initially picked up the game but not everybody is as much in love anymore after those few months. Why is that? They tell the developers to restrict PvP, people are shooting others, they say, with no care about their in-universe life or someone told me they are friendly to then shoot you in the back. Theories are many. The mechanics are bad to allow for it, people are bad or uncaring. It’s not real life so it’s normal to not have remorse about taking the opportunities that the developers had allowed.
    But the reason why many don't like the state of the game is certain, the gameplay is one thing and it’s mostly freedom to do all you would do in real life but without consequences, like a prison sentence or someone vengeful that caught up to you long after your selfish action.

I loved the game, but my love is still standing. I saw what the developers achieved underneath all the pretty visuals and I liked it. Some call it a social experiment. Then what does it show?
Is it that people are wrong and bad today? No. The world is still less wrong than in the Dark Ages for instance.

The Walking Dead, zombie series showed viewers the relatable heroes kill many humans out of fear or self-righteousness in a world where they couldn't take chances. Same people became functioning members of society once they united. This showed the tight moral line but also the human denial about its realities. Violence against people wasn't always necessary but many (not only sadists) used it for many reasons. God or the government didn't strike them with lightning for having human nature.

In real life there are people that can't rely on empathy. They either got born this way or are violent by their circumstances. If there was a button to get rid of them, once pressed, you would get rid of only half of the world's violence but also you would get rid of your best soldiers, company executives and emotionless political advisors. You may not like those but every bit of the human palette is a working part if it works for its survival and growth. They are functioning members of society and the other half of violence is self-righteous in denial or in good nature in a violent world. Being a good-natured person is hard work but everyone can choose it or denial.

Dexter Series. It’s ridiculous how if an evil person is shown in a one-sided way with an almost superhuman ability to avoid actual moral dilemmas most people don't see anything wrong with that. The show excuses mutilation and taking pleasure in violence, being the judge and executioner in denial that one person can be always right. The show only showed the unintended victims as a reason for the audience member to not start self-righteous killing.

World without rules is merely a playground for human nature. In original survival games the mechanic-induced boredom covered the truth. The best acting people were the bored ones who because of that felt unengaged with the game's mechanics. You either were grinding for nothing or at the end you crafted a bomb to go blow up some other player's wall to steal his items. There weren't many incentives to have any other experience. There were some actually bad actors but they were mostly excused in the sea of violence invited by the gameplay that was intended.
    ARC Raiders has the same kind of violence. Its genre, extraction shooter, is a multiplayer survival game's child. Like Rust, DayZ. Its one part of their proven gameplay emphasized and made approachable by having your items always safe at your base and allowing you to choose when you are actually in danger by spawning on the surface only with the chosen items. Rounds end, spawns and extractions are balanced. Its the same feeling of survival made approachable in an essence.

The conclusion. 

Be certain you like what the developers tried doing before you call them to fix it. But that is obvious. The game is what it is and through its freedoms it only showed you and your behavior in a similar situation. What does it mean? There are always excuses to be bad. In present day or in a rule-less world, or in a game that has any other intended gameplay than killing. Your choices show who you choose to be now. It’s not that human nature is bad or is wrong. Circumstances force you to choose but it’s always your choice and ARC Raiders only allows that to be seen.

Interesting article proving this post's assumptions about correlation between in video game choices and real life choices:


https://pmc.ncbi.nlm.nih.gov/articles/PMC6590152/?fbclid=IwdGRjcAOraVpjbGNrA6to02V4dG4DYWVtAjExAHNydGMGYXBwX2lkDDM1MDY4NTUzMTcyOAABHq_mGOh2ovX3U3BpfAUyBuo7GT4aZuSl1BqkK_FC_DPfHO-CgHH5DiLEWLvi_aem_sCwVBghIa5Vta63Kj5N0Kg