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[TIP] Don't get hung up on the details [Archive] - TF2Maps.net Forums

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Alexforcefive
11-19-2007, 01:37 PM
So I was playing Granary last night, and I noticed this:

http://sociopathic.pwp.blueyonder.co.uk/tf2/granaryblue.jpg

The point I'm trying to make is, it really doesn't matter if everything lines up perfectly. People just take a general idea from the decoration of your map. No-one notices stuff like this except for our elite group of mappers :)

TheBladeRoden
11-19-2007, 02:01 PM
Alt message: Don't lose sweat over trying to be as good as the Valve mappers, you might be already.

drpepper
11-19-2007, 02:24 PM
a good layout > map detail

thats what i think anyway.

Intraman
11-19-2007, 05:00 PM
Agreed. Function over theme, and playablity over prettiness.

Open Blade
12-12-2007, 12:53 PM
I can recall playing on many maps where the detail work was fricken mind blowing awesome, only it was a total waste because you never saw any of it because everybody was always at one area of the map........can you say choke point anybody? Yes, details are great, but if the flow of your map sucks (in other words, try and make a few different routes in all areas) all the pretty work you did will be a total waste.

Immortal-D
12-12-2007, 04:48 PM
That's not to say that details are a total waste however. I was playing Dustbowl, and noticed a rocket in the backround, belching smoke and such, ready for take-off. I also just recently noticed on granary that the first/final cap is actually a missile silo, and the point itself is directly underneath said rocket. Seeing those things just made me smile, and made the map more enjoyable.

MacNetron
12-12-2007, 05:07 PM
With details it is probably like: it makes a good map better, but not a bad map good.
What I know for sure after playing some custom maps (to prepare myself for mapping): don't do too much details, because at a certain moment it is just cluttering the view.
Difficult thing is to get the balance right :)

Snipergen
12-12-2007, 05:13 PM
yeaaahhh but... do make it pretty. Im that guy that bashes if it looks ugly :p

Scoobingsthe2nd
12-12-2007, 05:18 PM
agreed. Function is more important than details... but if it looks like crap I'm not going to want to play it.

Half-Life_Maniac
12-12-2007, 09:32 PM
To be honest, the VALVe maps (in all games) are no doubt well designed, but their mapping methods are sometimes not all what they could be.
You'll often see brushes intersecting, splitting, texture misalignments and all sorts.

I'm quite maticulous in my mapping, but then as a result, I take for-bloody-ever to get anything made...

Logo
12-13-2007, 09:45 AM
With details it is probably like: it makes a good map better, but not a bad map good.

Yeah that pretty much sums it up. Details/visuals can make a good map better (or Worse!) but a bad map won't be a good map no matter how nice it looks.

Fragimus_Max
01-15-2008, 07:50 PM
Adding details are fine, as long as those details are purposeful.

For example: Adding boxes to an area of your map, simply as a decoration, is silly when you can, instead, add them in a way that contributes to the flow of the map.

Kirko
01-16-2008, 12:05 PM
To be honest, the VALVe maps (in all games) are no doubt well designed, but their mapping methods are sometimes not all what they could be.
You'll often see brushes intersecting, splitting, texture misalignments and all sorts.

I'm quite maticulous in my mapping, but then as a result, I take for-bloody-ever to get anything made...

Dustbowl for TF2 I HATE! I love to be engineer on red but for TF2 it is just horrible. U can't build a tele entrance, exit, level 3 sg, and a dispenser before the 55sec. is up. yes 55sec. u can move at the start until 5sec. have gone by which leaves u with under a min to build before the gate opens and a ubered hw takes out ur lvl 1 sg. in TFC i could get teleport up, grab grenades, build a lvl 3 sg, and a dispenser, and rotate my sg b4 the gate opened.

Pegg
01-16-2008, 02:12 PM
yea, but sentry guns aer now totally imba compared to what they used to be. and it is very possible to get a TP entrance, dispencer and L3 SG up in 55 seconds

Nizzem
01-16-2008, 02:14 PM
It is possible to get a lvl 3 sentry, teleporter and dispenser up in 55 seconds you just need to pick up ammo/metal and not depend on the dispenser.

Snipergen
01-16-2008, 02:16 PM
true, just build dispenser first, than i get metal, build a tele, wait for new metal, build sentry and i get metal from the dispenser to build lvl2/lvl3

jahrain
01-17-2008, 04:27 AM
My 2 maps that I have made so far (cp_desertfortress and ctf_convoy[unreleased]) started at 2 completely different angles.

With desertfortress, I started with a highly thought out basic map layout and design on paper, and then struggled trying to wrap a visual theme around the map design. The result was a map that doesn't have much visual quality or purpose to it's architecture, but plays extremely well and is very balanced. The few clan server admins that I tested out the map with strongly agree even though it could still use a few tweaks. The trade off was that is not that popular because it doesn't have the visuals to make it stick out or sell really well like other maps, for example highly played maps like castle which have visuals that stand out.

With convoy, I started with a visual idea and theme (2 rocket carriers racing across the desert in a constantly moving map) and started trying to fit a map design around the visual theme. My prediction is that this map might sell allot better than desertfortress because of its visual theme that sticks out. The gameplay might not be as intense, but it might end up being played allot more.

There is really a hand in hand trade off between going with strong visuals, or a well though out layout. We all have a finite amount of time, and a limited amount of talent so we tend to distribute our efforts biased in one of those directions. I spent months working on the map layout for desert fortress on paper, long long before I even touched hammer, so much less of my limited effort went into the actual building of the map.

alehm
01-17-2008, 04:30 PM
Devil is in the details. A bad map can't be compesated with details but a good map will stand out above its contemperaries with well executed details.

In the end, its all who builds a better house of cards, so to speak

Mindless
01-21-2008, 03:54 PM
Umm yeah. Just to add insult to injury, try looking at the "Details" in hydro! And I'm not just talking about "details" such as an overlay here. There are two very obvious NoDraw brushes in plain view, that no one else seems to ever notice. One nodraw texture gives the blu team an advantage at one corner (lets you look through the wall). If you want, ill post the snapshots of em, but ill let you try to find em.
(1) is in one of the spawns in the middle
(2) one is from the dam area, entering a tunnel turning to the right, you can see through the wall.
Not exactly details, but still, no one ever notices.

Youme
01-21-2008, 04:00 PM
Also in hydro I just noticed a blatant displacement missalignment...

Rock
01-21-2008, 04:25 PM
Playability is what I first notice in a new map, along with the general eye appeal. It's only after extended play do the details come to life. Until then, I'm too frickin' busy trying to keep from getting shot or back stabbed...

http://i81.photobucket.com/albums/j207/skipatc/Gamer.png

Deadeye2007
01-22-2008, 02:27 PM
Convoy is a perfect example of a beautiful map that just doesn't play all that well. I agree that gameplay is #1, details second.

Spacemonkeynz
05-14-2008, 12:15 AM
I was spectating though goldrush earlier, the details in that are amazing. I saw so many things I never noticed before.

When playing you don't notice the details beyond the playable area, even if it is a see though fence. The stuff on the other side just doesn't register when your playing. However i'm sure it would be noticeable if it wasn't there.


I have to say I disagree with the title of this thread, It is ok to get "hung up on the details" as long as you go about it the right way.
Sure, it's important to have a playable map, very important.

Gameplay and details shouldn't be ranked as one being better then the other. They both are important for different reasons.

Mapping can be viewed as an artwork, as well as providing a good play area for players.

Imo, goldrush is a work of art as well as an awesome map.

DJive
05-14-2008, 01:31 AM
the thing with Valves maps which a lot of people dont seem to get is that the gameplay area of the map is normally very bland, some props here and there, etc..

the sky box is where valve puts all the work into, the unaccessible areas is were they focus most detail into.

Sgt Frag
05-20-2008, 07:22 PM
I'd agree with DJive on that last comment. The gameplay areas do tend to be fairly plain.

This is all about gameplay. Start throwing alot of props in there and players start getting caught on them. You get stuck you die or miss a kill, that sucks.
There is always no-clip but that can get annoying to because you can't hide in those tight little areas you think you can, as a spy that can be deadly.

I've also played quite a few maps for hours and never noticed details like rocket smoke, ect... The skybox with awesome cliffs and buttes... Usually those come into view when a rocket blasts you into space, or you are spectating waiting to spawn.

Those were the times were I thought "Damn, this is a really sweet looking map". During gameplay everything is about staying alive.

Suspension of disbelief. That's what games are about. You gotta feel like you are there, so much in fact that you don't notice these cool details.
SFX are always best when you don't know they are SFX.