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2017.8.29 官方新地图~制作组博文翻译【老兵客栈】

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AUGUST 28, 2017 BY DAVID MEADE
Looking At Levels
关卡设计


来自Android客户端1楼2017-08-29 11:41回复
    撰者补充:此博文分为两个部分,前半部分为Nayor自撰的关卡设计图文,后半部分为其在推特与脸书上的A&Q部分摘选 –David
    原文翻译由[老兵客栈Veteran Tavern]译制完成。转载请注明出处。
    Hello and welcome to the first No More Room in Hell 2 development blog! We aim to be as open and honest with this blog to keep the community as informed as possible. Hopefully the community will work with us to release a game that all of us love and enjoy! Our duty to the audience will be to relay accurate information as it happens, and showcase our successes and how we overcame struggles.
    你好呀,欢迎浏览《地狱已满2》的第一篇开发者日志!秉着开放透明的原则,我们会流出更多的一手资料给期待已久的粉丝们,让大家见证我们一路走过的各种成就与艰难险阻,希望社区里的朋友们能和我们一起走下去,直到这份心血最终完成并正式发售的那天!


    来自Android客户端3楼2017-08-29 11:46
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      第一部分

      Hello, and welcome to another dev blog! My name is Nathan Goulden aka “nay0r” I am NMRiH2’s level designer.
      Hello,欢迎收看最新博文!我叫Nethan Goulden,网名”nay0r”,是N2的关卡设计师哟。
      I was one of the level designers for the original NMRiH. I first joined the team back in 2008 and it’s been a fantastic journey over the years. A lot of blood sweat and tears went into the creation of the 5 maps I made for NMRiH1: Broadway, Cabin, Toxteth, Cleopas and Arpley but I loved every second of it. I’ve always had a love for level design and mapping in general and I first started back in late 1999 when I was 16. I bought a PC Gamer magazine with worldcraft tutorials on it and it just kicked off from there.
      同时我也是初代关卡设计师之一,初次入伍于2008年,很高兴在这几年能度过如此美好的时光。对于初代游戏中制作的五张地图真叫辛酸血泪史:Broadway(百老汇),Cabin(木屋),Toxteth墓地,Cleopas(核爆)和Arpley(坠机),不过我对它们倾注的爱不分前后。我一直很喜欢关卡设计,而且我早在1999年只有16岁的时候就在做地图了——那时我买了本PC Gamer杂志(即《电脑玩家》,非常有名的游戏杂志),上头有魔兽争霸地图制作教程,我就是从此开始的。
      After years of working in the GoldSource Engine (HalfLife 1) and Source Engine (HalfLife 2) we’re now working in Unreal 4. A question I get asked often is how different mapping is in this new engine, and to be honest, its not an easy question to answer. Even though the basic mechanics of designing a map are very similar, the tools we use now are fairly different. The fundamental difference is a Source map was normally a solo effort with maybe the exception of a modeler working alongside you. Now, working in unreal 4, its 100% more a team effort to create the environment.
      先前多年都在金色起源(半条命1)与起源引擎(半2)上作图,现在轮到虚幻4了。他人经常询问我一件事:关于新引擎作图有哪些不同?讲真这可不好回答呀。尽管基本的物理模拟在设计地图时都大同小异,可编辑工具就天差地别了,最直观的区别为起源工具可以自制全图——当然有建模师协助更好。现在用上了虚幻4,我们要靠100%的团队协作来打造场景。


      来自Android客户端4楼2017-08-29 11:47
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        来自Android客户端5楼2017-08-29 12:24
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          Enough about my history, lets talk about what we currently have in the works. Right now there are 3 maps all at different stages of development,Night of the Living Dead(notld) the furthest through production,Brooklyn Heightswhich is currently taking great shape andPalisades Mallwhich I have just recently blocked out.
          讲完黑历史,现在谈谈进程中的工作内容。如今我们有3个独立关卡正在开发,Night of the Living Dead(notld 活死人之夜)开发进度最高,Brooklyn Heights(布鲁克林旅馆)目前已具备了不错的大体框架,而Palisades Mall(帕里赛德购物中心)才“刚被封锁”呢。


          来自Android客户端6楼2017-08-29 12:26
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            来自Android客户端7楼2017-08-29 12:26
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              Night of the Living Dead(notld) was the first NMRiH2 map I started on. As you may know it’s aremake of a mapcurrently in the mod. Blocking it out was quite an easy process because initially all I did was export it fromHammerand import it directly into 3ds Max then back to Unreal 4. This gave me a great base to work with. I then set a pretty large landscape up in Unreal and started to work the landscape to get the rough feel of how I wanted the map to be scaled. The map itself has the same key landmarksif you broken it down to its bare bones, but at the same time we have greatly increased itssize and of course graphical point of view. The thing with source is it does not deal with large open spaces very well and it’s pretty difficult to optimize and this is where Unreal comes into its own. Either way notld is shaping up really nicely.
              Night of the Living Dead(notld 活死人之夜)是于N2首张起手的地图。你也许知道这是初代地图的重制,我们将它用Hammer(锤子编辑器,即起源地图编辑器)提取出来并丢进3ds Max转译,处理完的文件用虚幻4编译器打开就好,所以相对简单得多,也给我提供了非常好的起手基础。接下来我用虚幻引擎整了非常大的场景并在此涂涂画画来获取模糊的做图灵感。地图本身就是一些特色地标,但介于起源地图的大小与范围极度受限,难以支持开放式地图且优化起来十分麻烦,我们无奈地将其分割了,如今虚幻引擎来了,限制已不复存在,更大、更真实的地图已摆在眼前。无论怎样,notld如今已渲染得十分奈斯。


              来自Android客户端8楼2017-08-29 12:27
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                WithBrooklyn Heightswe based it off the real world location, pretty much to meter scale as well. My main job on Brooklyn Heights is interior layout and some exterior building work. This is where source and Unreal 4 are slightly different. In source, interiors are built up by BSP brushes and edited where needed, in Unreal 4 we have setup a modular kit system based around 1 meter pieces or more. Once the kit has been made I then go in and construct the interiors which is like putting together lego. Later on these interiors are merged together, it’s quite a long and slow process.
                Brooklyn Heights(布鲁克林旅馆)取自现实地点,空间设计的尺寸近乎一致。我在此地图的主要工作是内部设计与建筑外观刻画,这也是虚幻4与起源引擎略微不同的一点:关于内部构建,起源作图时会用到BSP刷子画出所需空间,而虚幻4则使用模块化框架系统以每平米为单位进行空间设计;其他人完成空间框架,我来负责内部设计,这种团队协作感觉上更像是一起玩乐高积木,这真是个漫长的过程,完成后两个部分会合并到一块。




                来自Android客户端9楼2017-08-29 12:28
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                  Palisades Mallmap is still very much WIP but I’mconfident it will end up being a good, big open mall like map. Which we feel we were missing from the original game.
                  Palisades Mall(帕里赛德购物中心)大体上仍算是半成品,不过我很自信好吗,这地图是个大超市哦。现在看来我们可算是在初代中错过了这个好想法。


                  来自Android客户端10楼2017-08-29 12:30
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                    -Nayor
                    P.S. Here’s a bonus update! I have one last source map for the Mod that is almost complete. Some of you may have heard about it around the forums or on the steam community.nmo_Broadway2, a rebirth of the original broadway I have committed to release for theModon Halloween.
                    注:好消息!好消息!百老汇nmo_Broadway2重制地图即将上!线!啦!不是二代,而在初代!不跳票,不用等2018!就在10月底!就在万圣节!社区公布,业界良心!



                    来自Android客户端11楼2017-08-29 12:31
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                      鼓掌撒花


                      IP属地:广东来自Android客户端12楼2017-08-29 15:31
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                        第二部分

                        Level Design Questions & Answers - 关卡设计相关Q&A
                        A few weeks ago we put out a call for questions on twitter and facebook. It took us a while to go through them all but here they are!
                        我们收集了几周的推特与脸书反馈,并花了些时间将它们整理出来:
                        Q: “NMRiH1 had many maps inspired or based on famous movies. Will we be seeing recreations of locations from classic zombie and horror movies again? If so, are there any difficulties (legal, technical) in making maps based on movies?”
                        初代游戏里的很多地图取材自经典的影视作品,所以如今我们能令这些恐怖场景与丧尸的经典造型重现吗?若是如此,哪些困难(法律冲突与技术障碍)导致了我们无法复刻影视场景呢?
                        A: The short answer: Yes, to both parts. You’ll be seeing homages to some of our favorite zombie and horror movies, but the legalities vary depending. Luckily none of our maps are really a “recreation” but instead are homages, paying tribute without copying. For example our first showcase map is a tribute to Night of the Living Dead, and we recently started work on a large and intricate shopping mall map paying homage to Dawn of the Dead. We won’t really be featuring characters from films as we’re using customizable characters, but we’ll probably have a few clothing items paying tribute to some of our favorite characters from film!
                        讲重点:Yes,两者皆是。你应该注意到我们对喜闻乐见的丧尸原型与恐怖电影抱有深刻的敬意,但别忘了版权相关。好在我们并不是大势所趋地推出娱乐作品,因为每一张地图都用心地向原作致敬,而非简单地抄袭概念。例如我们公布的首张地图便是致敬《活死人之夜》,而我们最近开工的一个庞大且内部错综复杂的购物中心地图则是致敬《活死人黎明(又译丧尸黎明)》。幸存者们也非影视中的角色,而是自定义人物,不过在将来我们兴许会添加一些经典作品中的特色穿着!


                        来自Android客户端13楼2017-09-01 12:39
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                          Q: “How will maps be structured in NMRiH2? Will the maps have more dynamic and randomized features like alternative paths and objectives, with more backtracking and exploring compared to the original game?”
                          二代有多少地图?地图将会有多少不定性因素以供玩家探索,类似初代设定的不同线路与任务分支?
                          A: Right now our maps for nmrih2 are built around a “non-linear black box” design philosophy. The maps themselves are self-contained environments, not necessarily “open world” but almost completely nonlinear in design. This allows us to randomize so many aspects of the nature of the map such as what areas may be blocked or locked, lights, and where items and objects will spawn. Think of the random aspect of nmrih1 on steroids. In certain maps we are even randomizing the rooms that are in a building – the idea being that these unpredictable aspects will add a whole new layer of chaos and excitement to the game.
                          如今二代的地图围绕“非线性黑盒”这一核心概念展开设计。这虽不是“开放式世界”,但已近乎完全非线性,原生特征有地图随机生成物件、营造事件、通道开闭、场景光暗等等,并平衡环境变量,初代便类似如此。某些地图的建筑内我们还有随机开闭的房间,我们则不可预知门后的一切是喜是忧。
                          Q: “How open will maps be? Will players get to explore and work to locate each other?”
                          地图有多开放?玩家们需要寻找并定位其他人的位置吗?
                          A: Our intention with the final version of the maps when playing the standard game mode is that players will start in close proximity to at least one other player, but then have to look for each other, then look for everyone else. We don’t necessarily want everyone to spawn far apart but we do want you to have to work for your own survival, just a bit.
                          我们打算把地图设置成经典模式开始时大家需要寻找彼此,不过我们当然不会让其中某个玩家的重生点离得太远,不过刚开始你依然得为自己的小命拼搏一会儿。


                          来自Android客户端14楼2017-09-01 12:42
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                            Q: “What parts of the world will maps be set in? Can we expect to see maps in Germany, Austria, or Switzerland?”
                            地图都以哪个国家为背景?有德国,奥地利与瑞士岛么?
                            A: Right now our focus is on the United States Northeast coast. Our area of focus is New England, New York, Pennsylvania, etc. Focusing on one region allows us to develop a unified collection of art assets, since we only have a small team. Our intention is that in the future as the game grows we’ll be able to make packs of content focused on new regions. This may include maps set in a region with a couple weapons and items unique to that area.
                            目前的地图背景聚焦于北美海岸。我们暂拟的国家有后英格兰,纽约,宾夕法尼亚州等。考虑到我们只是个小团队,使用统一素材能设计更多风情相近的地图。不过提及我们的目标,若是在不远的未来游戏火了我们一定会开工的,也许到时候各个地图都有一些特定的武器与物品等你收集哟。
                            Q: “Will the levels be like in the first game, largely urban cities and countryside? Or will we see other locations such as military facilities, schools, or ancient ruins?”
                            关卡会会像初代一样大部分处于城市或城郊,还是能让玩家领略更多风情,比如军事设施区、学校或是远古遗迹?
                            A: The three maps we’re currently working on are set in the Pennsylvania countryside, Brooklyn Heights NYC, and a large shopping mall in upper New York. We’ve made a big draft list of potential locations we’re considering for other maps, including the National Guard Bureau and Norfolk Naval Base both in Virginia. We’re focusing on the maps that will generate the most props and textures that we can re-use in each subsequent map. As time goes on, we can make more and more maps!
                            目前制作中的三张地图各自设定于:纽约市的布鲁克林高地,纽约上城区的大超市以及宾夕法尼亚州的某处城郊。在地图对应的平行世界选取方面我们做了庞大的策划,其中包括在弗吉尼亚州的国民警卫队及诺福克郡的海军基地。前期进程较为缓慢,因为我们正努力制作地图会自动生成的细节物件及贴图,以便将其运用于日后的地图制作,制图速度也将随着时间推移越来越快!


                            来自Android客户端15楼2017-09-01 12:48
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                              Q: “Will certain maps have advantages or disadvantages like heat, or cold?”
                              地图会有额外设定吗,比如炎热与寒冷?
                              A: This is something we’re actually talked about! We don’t have plans to do this right now but it is one of our “stretch goals” that would be very cool to have. For example if we did a map that paid tribute to “The Thing”, it would be very neat to have the outdoors pose a frigid-cold environmental threat.
                              很有建设性的问题!目前我们暂无这方面的考虑,但“拓展目标”是另一项非常酷的系统。正如先前所讲的向经典致敬,我们会让室内外有符合逻辑的温差。
                              Q: “I’d love to see an extremely closed map. Something with long narrow hallways and rooms. Will we be seeing any indoor-centric maps in NMRiH2 such as a school, or a mall?”
                              我太想看到即将完成的地图了,兴许是连通一串房间的狭窄走廊什么的。二代里会有纯粹的室内地图比如学校或超市吗?
                              A: One of our maps currently in progress is a large multi-storey indoor mall. We have plans to do a few other indoor maps, and our map set in Brooklyn Heights has tons of tight indoor spaces!
                              我们正在开发的地图中就有一张大型多层购物中心,我们也计划开发几张室内地图,而我们的布鲁克林高地则设定为紧凑狭窄的室内空间!
                              Q: “Can you make a level specifically for pot smokers?”
                              某些地图可否特殊点,比如整点【dama】什么的?
                              A: We’re pretty sure the whole game as-is will be more than sufficient!
                              是的,除此以外我们保证在游戏发布后你能体验到更多!


                              来自Android客户端16楼2017-09-01 12:53
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