MS:S Content Guidelines

Red Cell

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Hello contestants! I've been given some guidelines for what the MS:S development team is looking for with new content. Here it is:

Maps:
- Try to make something that fits in with established canon, e.g. don't make some palace that isn't even referenced in MS:C.
- More consideration will be given to levels that we actually need, e.g. stuff that connects to Edana and Thornlands.
- It's Source, so think big! Source's map dimensions are roughly 16x that of Goldsource, so don't be afraid to make "epic" spaces where appropriate.
- Keep the level landmarks consistent with MS:C levels to an extent, but don't be afraid to extrapolate or even design new areas.
- Optimize where possible. Assume you will have access to prop_static and hint brushes. A laggy map is a bad map.

Models:
- For weapons, make models we actually need. A big giant flaming sword is nice, but if it's not going to be put in for a while, it's useless.
- For weapons, try to maintain a consistent style. Think the standard medieval fantasy. We're open to ideas, as we haven't settled on a consistent art style yet.
- For weapons, make "generic" designs over highly specialized ones, e.g. make something like a steel shortsword instead of the Novablade. As we want some randomized enchantments, making overly unique weapons means we can't reuse the asset.
- For NPCs, try to model designs of NPCs we'll need most, like Orcs, Villagers, Trolls, etc.
- For NPCs, stick to established creature designs. Don't make some new baddie that no one has heard of.
- For props, make sure the prop is done in a consistent style and has LODs and all the proper performance stuff.
- For all models, textured models will be given more consideration.

Music:
- Level themes are most necessary, as is the main title theme.
- Two versions of each track should be made; an ambient theme, and a combat version for when players are in combat.
- No dubstep.
- Seriously, no **** dubstep.

Concept Art:
- As with the models, try to stick to established designs. However, being concept art, you may invent new creatures or places if you wish. This is semi-brainstorming.
- Creature art should include color swatches, scale comparisons, measurements, etc. Things that can help the modelers make it.
- Level art should include things representative of the area's theme. Furniture designs, architecture examples, things that make the area what it is.

The order of priority is: Models, Maps, Music, Concept Art. We will judge each category on its own merits, however. This is meant to give an indication of what we need most. Music is a dime a dozen these days.

**If anyone has any questions about these guidelines, you can post specifically in this thread and a developer will address it in time.**
 

TheOysterHippopotami

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I wish MSC would follow most of these guidelines, to be honest.

Music is a dime a dozen these days.
Actual good music is exceedingly rare these days, even among professionals in the gaming industry.
 
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