ArcadeStriker
map layout design is my passion
First of all, I wasn't really sure about how to name this thread since the focus is a bit broad to word concisely (that and I'm not a native english speaker) so you could call the topic of this thread "Studying SRB2 maps in how they are made, what some of these do that can help basic to advanced SRB2 mappers in comprehension, tricks they use, layout and design analysis, and also great things that these maps do".
Now to not extend too far from this initial paragraph, I'm starting this with something I was writing last December as a document, but decided to put here as part of this topic, as it would be better for open discussion and contributions from others, as well as making my life easier in getting to add more myself. Also, remember that it always can be good to provide visual reference (screenshots from ZoneBuilder and ingame) when talking about a certain quirk from a level.
Studying the Skybox and Thok Barriers in Greenflower Zone Act 1
Despite that it is the starting point in the game’s default campaign, not only it gives a great first impression (specially thanks to the revamp it received in 2.2), but also already some nice techniques for the final visual result, and in this case we are going to inspect how GFZ1 managed to make a good looking skybox but also keeping the level boundaries closed with more detail.
The Skybox
An effective way to make a map feel livelier and more open, while at the same time actually saving resources (in other words, not having a real huge outside area outside the walls) is through skyboxes. While the F_SKY1 flat already is useful for a seamless sky effect when applied over sectors, skyboxes are useful as a way to make your own room that can act as the sky. This is the secret for how the sky in GFZ1 can have extra mountain decorations, as well as a water reflection AND a scrolling cloud texture at the ceiling.
Its hard to appreciate at most under the lower paths since you can only mostly see the sides and mountains, but in a higher area of the level, you can notice that there’s a lake effect right under the mountains; complete with a rippling effect. As mentioned before, there’s also a scrolling sky texture at the very top of the skybox. This results in having an interestingly elaborate but clean skybox, between the FOFs and scrolling clouds, and the fact that the mountains shown are actually linedef textures, as we will see in a second.
To begin understanding this one skybox, we need to refer to this closeup screenshot from the Zone Builder editor (in which a FOF’s control sector linedef is highlighted):
The reason why there’s a control sector linedef tagged to those is listed in the linedef’s action: It is a translucent water FOF that is tagged over there. This is clearer when inspecting the skybox itself with Zone Builder. However, there’s an interesting reveal when doing so; there are visible linedefs that don’t form any sectors in the screenshot above, as it turns out that these are used for extra mountain decorations. So, what is the catch here? The water FOF does not have anything to do with the mountain reflections (as water FOFs can’t do reflections).
The FOF itself having a ripple effect along with a cloudy texture and being translucent does a good job of simulating a nice reflecting water, but the mountain reflections on the water are actually textures with an upside-down copy right below it. If you haven't understood what this means, well…just take a look at how it appears without the water FOF being there:
So, in a nutshell, the skybox itself is comprised of a room with decorative mountain midtextures that, with that trick of mirroring the texture itself but passing it off as a reflection through the water FOF. The “orange walls” here are actually thok barriers; while they display like that here, ingame they just show the sky background texture that’s set to the map. On that note, the floor here is also set to F_SKY1, so you also end up having the sky effect below the translucent water. Interestingly, the scrolling ceiling texture is made through a linedef that is NOT in a control sector, but instead in one of the linedefs that’s right outside the skybox’s thok barrier. Since the linedef action used here determines the speed and direction of the scrolling by taking the linedef itself, this means that the length of this linedef and the way it goes is what determines the ceiling scrolling (which in this case isn’t really needed to be really specific).
Thok Barriers
The usage of thok barriers is essential in a way so that you can get outer walls/barriers/limits…that don’t simply appear as walls, but rather show the sky after a certain height while being impassable. Thok barriers are a middle point between a gap that shows the sky, and a wall that defines the limits of a map. In the picture below, while all the thok barriers are not highlighted, you can see that almost all of them that are selected in the screenshot below (in orange) are around the map itself.
A quick way to illustrate how thok barriers show up ingame, here’s a screenshot of one of the starting areas by default; the walls where you can see the sky above them are thok barriers, as while you can see the sky on top of them, you cannot walk or get in the sectors where these would be (like with Tails or Knuckles, for an example).
Now if we lower the thok barrier sector that is placed on here (which is used for the wall that goes from center to rightmost in the screenshot above) to a much lower floor level, we can see that instead of getting a big wall, we get a…clearer view of the skybox as there isn’t a raised wall/sector anymore, but still is an impassable area (can’t walk over that GFZFLR border).
The existence of skies and skyboxes is very effective for big sights with closed sector spaces when paired with thok barriers, as they will still display the sky effect while not taking real additional space. In any case, thok barriers were used accordingly to set boundaries on the map while looking as part of it.
EDIT: Also if you want to explore by yourself an "what-if" case if GFZ1 didn't use thok-barriers (and compare your experience there to the original map), you can check out this map which...gets rid of the thok barriers (though also did a lot like making caves and such use FOFs so that you can go over those as well; its a fascinating experiment).
I'm not an expert as mapping as some of the community members or Sonic Team Junior staff, but I always wanted to take a peek at what tricks the official maps pulled to give the maps their vibrant and solid visuals, as well as possibly attempting to explore about the layout design of the maps themselves. In any case, I don't know if I will be constant with posting in here but if I do come back here, you'll find more stuff like this from me ;)
Now to not extend too far from this initial paragraph, I'm starting this with something I was writing last December as a document, but decided to put here as part of this topic, as it would be better for open discussion and contributions from others, as well as making my life easier in getting to add more myself. Also, remember that it always can be good to provide visual reference (screenshots from ZoneBuilder and ingame) when talking about a certain quirk from a level.
Studying the Skybox and Thok Barriers in Greenflower Zone Act 1
Despite that it is the starting point in the game’s default campaign, not only it gives a great first impression (specially thanks to the revamp it received in 2.2), but also already some nice techniques for the final visual result, and in this case we are going to inspect how GFZ1 managed to make a good looking skybox but also keeping the level boundaries closed with more detail.
The Skybox
An effective way to make a map feel livelier and more open, while at the same time actually saving resources (in other words, not having a real huge outside area outside the walls) is through skyboxes. While the F_SKY1 flat already is useful for a seamless sky effect when applied over sectors, skyboxes are useful as a way to make your own room that can act as the sky. This is the secret for how the sky in GFZ1 can have extra mountain decorations, as well as a water reflection AND a scrolling cloud texture at the ceiling.
Its hard to appreciate at most under the lower paths since you can only mostly see the sides and mountains, but in a higher area of the level, you can notice that there’s a lake effect right under the mountains; complete with a rippling effect. As mentioned before, there’s also a scrolling sky texture at the very top of the skybox. This results in having an interestingly elaborate but clean skybox, between the FOFs and scrolling clouds, and the fact that the mountains shown are actually linedef textures, as we will see in a second.
To begin understanding this one skybox, we need to refer to this closeup screenshot from the Zone Builder editor (in which a FOF’s control sector linedef is highlighted):
The reason why there’s a control sector linedef tagged to those is listed in the linedef’s action: It is a translucent water FOF that is tagged over there. This is clearer when inspecting the skybox itself with Zone Builder. However, there’s an interesting reveal when doing so; there are visible linedefs that don’t form any sectors in the screenshot above, as it turns out that these are used for extra mountain decorations. So, what is the catch here? The water FOF does not have anything to do with the mountain reflections (as water FOFs can’t do reflections).
The FOF itself having a ripple effect along with a cloudy texture and being translucent does a good job of simulating a nice reflecting water, but the mountain reflections on the water are actually textures with an upside-down copy right below it. If you haven't understood what this means, well…just take a look at how it appears without the water FOF being there:
So, in a nutshell, the skybox itself is comprised of a room with decorative mountain midtextures that, with that trick of mirroring the texture itself but passing it off as a reflection through the water FOF. The “orange walls” here are actually thok barriers; while they display like that here, ingame they just show the sky background texture that’s set to the map. On that note, the floor here is also set to F_SKY1, so you also end up having the sky effect below the translucent water. Interestingly, the scrolling ceiling texture is made through a linedef that is NOT in a control sector, but instead in one of the linedefs that’s right outside the skybox’s thok barrier. Since the linedef action used here determines the speed and direction of the scrolling by taking the linedef itself, this means that the length of this linedef and the way it goes is what determines the ceiling scrolling (which in this case isn’t really needed to be really specific).
Thok Barriers
The usage of thok barriers is essential in a way so that you can get outer walls/barriers/limits…that don’t simply appear as walls, but rather show the sky after a certain height while being impassable. Thok barriers are a middle point between a gap that shows the sky, and a wall that defines the limits of a map. In the picture below, while all the thok barriers are not highlighted, you can see that almost all of them that are selected in the screenshot below (in orange) are around the map itself.
A quick way to illustrate how thok barriers show up ingame, here’s a screenshot of one of the starting areas by default; the walls where you can see the sky above them are thok barriers, as while you can see the sky on top of them, you cannot walk or get in the sectors where these would be (like with Tails or Knuckles, for an example).
Now if we lower the thok barrier sector that is placed on here (which is used for the wall that goes from center to rightmost in the screenshot above) to a much lower floor level, we can see that instead of getting a big wall, we get a…clearer view of the skybox as there isn’t a raised wall/sector anymore, but still is an impassable area (can’t walk over that GFZFLR border).
The existence of skies and skyboxes is very effective for big sights with closed sector spaces when paired with thok barriers, as they will still display the sky effect while not taking real additional space. In any case, thok barriers were used accordingly to set boundaries on the map while looking as part of it.
EDIT: Also if you want to explore by yourself an "what-if" case if GFZ1 didn't use thok-barriers (and compare your experience there to the original map), you can check out this map which...gets rid of the thok barriers (though also did a lot like making caves and such use FOFs so that you can go over those as well; its a fascinating experiment).
I'm not an expert as mapping as some of the community members or Sonic Team Junior staff, but I always wanted to take a peek at what tricks the official maps pulled to give the maps their vibrant and solid visuals, as well as possibly attempting to explore about the layout design of the maps themselves. In any case, I don't know if I will be constant with posting in here but if I do come back here, you'll find more stuff like this from me ;)
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