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Outdoor/Environmental Map Ideas

by serrafina (PM)

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Current Language: English
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For Outdoor Mapping, there are various types for people to consider for one environment.

Oceans, Plains, Islands, Forests, Deserts, Caves, Mountains, Cities, Swamps, Ice Terrains, Graveyards, and Space.

There are still thousands to choose from, but these terrains are the best examples to work with for a specific type of area. Just remember, when you are making any map, they each have to have a certain purpose or provide one.

Ocean: Water, a majority of the landscape will consist of water, but there are 3 types of water to use. Deep, moderate, and shallow levels of water allow the users to know where they can dive, swim, or walk around without a boat. So keep in mind, players can use these 3 diversity to use different abilities in their game like fishing, using a submarine, or even surfing. Now the ocean can hold rock craters near land or hold whirlpools in the middle of the sea to prevent people from seeing an island. There is also ocean fog, trash, sharks, logs, and other vessels exploring.

Plains: Grasses, plenty of them, they also hold a variety types of grasses. There are tall, moderate, and ground patch levels. Tall grasses can prevent players from reaching their destination, and moderate grasses allow users to walk thoroughly, but ground patches consist of dirt with different patches of grass that might deceive players and fall into a pit underground, allowing players to have underground passage ideas. Most of them do not have any trees, except for one in a random location. However, there are also flood plains, like small marshes, and lava plains where lava flows over and turn to ashes in some parts. These plains hold small flower patches in a different area or close to some type of water.

Islands: Where land and water meets, and hold varieties of life. Islands is surrounded by complete water, but holds a varieties of sources. They can have mountainous terrain cliffs, volcanoes, lakes, rivers, forest, and other slight mixtures of major terrains. There are two levels I divide islands into, beaches and the middle sector. By the beaches, shells, palm trees, coconuts, bananas, rocks, logs, little grasses, and tropical animals such as crabs, seagulls, fishes in shallow waters roam around. In the middle sector, tall grasses to low, trails, rocky cliff areas with a waterfall perhaps, but bigger animals strive here. Sometimes islands contain historic tribal ruins, unusual stone pillars, or an abandoned facility to draw mysterious for players.

Forests: Trees, numerous types of trees, dominates this terrain. Fallen barks, blooming flowers, dirt trails, and small boulders design this greenfield. There are also plenty of water sources upon different locations in the forest like a river, a lake, or even a dense rain area (for a rain forest) or a foggy notion. Sometimes they can even break down to a swamp, plain, or mountain when the trees are spread even more apart. Either way, forests provide a shelter of secrets such as a facility, a burnt down forest, or a jungle temple. Plus, trees can be used to obtain resources for berries that might contain attributes of health, magic, etc. They can also be used to climb at different times.

Deserts: Sands across the hilly plains without any grass or trees, these treacherous deserts only hold a limit amount of water. Oasis, cactus-es, rebellious fortress, modified sand cliffs, and little dangerous critters such as scorpions and snakes live in this horizon. To make this terrain more dangerous, sand storms, tornadoes, and quicksands hide behind the yellow blanket of dirt.

Caves: Different connecting tunnels with open fields, pits, and end routes confuses players and prevent them from reaching their destination. Caves can hold minerals of diamonds, gold, or crystals from the ground or walls. Rocks, shovels, mine shafts, wood panels, rails, and ropes cover the floors or in leaking puddles. Lanterns or burning torches can also provide light through the dark areas, give others ideas of traveling through the dark. Signs can also determined directions. Make sure to add cliffs inside caves for players to feel like it's deep or not.

Mountains: Rocks and cliffs that follow a steep trail, brings out heights upon levels. There is no definite heights in mountains, but there are a few plants that do survive the landscapes such as trees, grasses, and bushes. Not many plants bloom near the top, but snow shelters upon icy peaks. Players can also provide bridges, drop from cliff slides, or climb adaptable walls. Cracks and water pockets may sprout from walls occasionally. Lava crates can also interfere when players are closing in an active volcano.

Cities: Metal and Mechanical Mountains of Buildings that connect or isolate from each other. Cities are not similar like the other terrains because they do not have nature's roots. There's no plants, unless the area has a park, or trees and flowers are placed on sidewalks. Fire hydrants, Light Posts, Trash cans, and miscellaneous statues or board signs simulate to a real city.

Swamps: Foggy and wet, this terrain consist of water and trees with very few walkable land. Loose vines, sinking mud, the exotic snakes, and tall grass unease the players as they avoid numerous size puddles and poisonous plants like mushrooms. The place is very dark from the cluster trees that rests in the water and land, allowing players to miss rusty board signs, predators, and random plants (dangerous or not for game developers to decide).

Ice Terrains: Crystal Blue or Violet Ices hanging along caves or any ceilings available can be used as able passages for players to break or melt in order to go through caves, holes in an abandoned building, or create new blocks to be useful for ideal puzzles. Sometimes, cold sprouts emerge to freeze objects to push or pull around. Bluish or White snow covers everything but heated objects like fire, hot springs, waterfalls, and etc. Most snow will cover mainly the top surfaces of the object and fall a little bit on the other edges. Trees can be seen in this terrain, but not grass unless they're frosted. Depending upon the area you would want to create, cracks along the snow may break, creating deep plunging water holes that will freeze players.

Graveyards: There are two types of graveyards: Glorious and Deadly. Isolated in dead surroundings of dry trees, stone statues, and monument blocks, this area would make players feel unpleasant, but enemies feel right at home. Sometimes the residence may hold a graveyard keeper's home who watches the grounds at night. Wired, brick, metal fences may prevent players from reaching a certain district or keep things inside. However, the glorious graveyard pertain flowers, blooming trees, and maybe a large pool of water held in the mystical fountain. Secert stone tombs can be moved that blocked ancients tombs, dungeons, or treasure pits. As the moon may lit over these two places, ghosts, skeletons, or other dark creatures may trive to speak or battle the player.

Space: The final frontier, one endless dark amount of emptiness, carries numerous orbs like planets, suns, comets, and more. Millions of voyages travel through this vast galaxy and face common treats like Black Holes, Supernovas, Asteroid Belts, and Ancient Machinery built by other species. Light particles could create different effects or problems for ships.

Hope this helps you and improve your maps! Maybe your game could be one of the best games of Engine001! 8)
 

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