dedicated to continuing the development of D-Day: Normandy
1.1 Formulating an Idea/Plan
by Jim Dunlop
 
Perhaps one of the most difficult parts of creating a map for D-Day: Normandy is thinking or a theme or situation in which the battle can take place.  All of the ideas I have gotten for D-Day maps have been from actual battles in World War II.  As it stands right now with the player models and skins as such, it makes sense to create conflicts in which Americans and Germans are involved, whether the battle is historical or possible (what if? scenario).  So, often it can be very helpful to research a little about WWII to get mapping ideas.

 
In this day and age of rapid information transit, ideas are often just one click away.  However, it is my opinion that internet sources may be unreliable sometimes.  This is not to discourage using the web to obtain information/material; I usually obtain images for use in new textures through the net.  I simply think that books are your best friends when researching history.  Your local library should have lots of WWII books.  Try looking up subjects such as "Normandy", "World War II", "D-Day", "Eisenhower", etc. and you will be pointed in the right direction.  If your library uses the Dewey Decimal System, many WWII books relevant to the D-Day Mod should be found around the call number 940.54.  I like to find the relevant section of shelf and leaf through the books for descriptions of battles and pictures, which are instrumental in formulating a realistic D-Day map.

 
Once you have read up on the historical battle or contrived a fictional situation, try to visualize what scenes would have been witnessed by the troops on each side:  burned-out buildings, trenches, bunkers, pillboxes, open fields, and the like.  Keep in mind that the Quake2 engine is limited, so you'll need to use some artistic liberty to contain open areas to smaller ones.  Think of yourself as the Quake2 engine, and the more "stuff" you see, the more work you have to do.  When making maps it is important to set them up so that the player only "sees" little bits of the map at any given time.  Even with outdoor areas, through creativity you can place brushes (solid walls, etc.) such that this occurs.  A great example of this is the hedgerows seen in both official and unofficial D-Day maps.

 
Drawing the map layout on paper is very important, as it helps you visualize where objects are in relation to each other and figure out line of sight issues (how much the engine "sees", henceforth referred to as r_speeds).  A balance must be struck:  if the map is too linear (long and skinny with Allied and Axis spawns at each end) a bottleneck will occur somewhere in the middle and much of the map will not be used.  If the map is too wide, there will be little strategy because the players will run around with reckless abandon and strategic points will be difficult to defend.  This can be improved through creating obstacles like sandbags, buildings, pillboxes, etc. so that defenders can take a shot at attackers in wide open areas and then duck down/sideways to seek cover.

 
Be sure to visualize as much as you can:  what do you want the buildings to look like, how can ambient sounds be used to improve the feel of the map.  Recreate the battle for the players and try to give them as realistic an experience as possible given the limits of the game.  After you're fairly certain about your layout, it's time to begin mapping!

 
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