Old 06-29-2012, 11:19 PM   #1
Nytillion
L1: Registered
 
Nytillion is offline
Posts: 17
Thanks: 3
Thanked: 7

Default Gentlemen.


Hey everyone here at TF2Maps, I'm Ny.

I'm really into 3d modeling and game design, and I just recently got into TF2 mapping in hammer because of some discussions with some of my gaming buddies. So I've looked into it, downloaded Boojum Snark's ultimate resource pack, read tutorials, and otherwise browsed this site. It's very helpful, so as I design my first *serious* map, I'd really like feedback to help me balance the map without ruining everything.

I don't totally 100% understand the way map feedback works, though. I see the map workshop with maps with feedback in the threads, I get that, but before I start, can someone give me a briefing about what I should include and how it'll work? I'm asking now so I don't feel like an idiot later on when I mess something simple up.

Thank you very much, I hope I'll enjoy my stay.
 
Reply With Quote
Advertisement
 
Advertisement
Advertisement Sponsored links

Old 06-30-2012, 04:50 AM   #2
Jeremy
Veteran Member
 
Jeremy's Avatar
 
Jeremy is offline
Posts: 799
Thanks: 221
Thanked: 246

Default Gentlemen.


Greetings.

When leaving feedback, you should point out any problems you see. This can include overly-long sightlines, an area being very open with little to no cover, the control point being seemingly too easy to capture/defend etc. Anything you feel might hinder gameplay. There are plenty of guides here which will tell you what makes a good map and what doesn't. This, for example, is a very good guide on what not to do with your first map.

You should also keep in mind what stage the map is in - if it's in the alpha stage (map name suffixed with _ax with x being a number, eg cp_cockandballs_a1) the primary focus will be on the gameplay, and aethetics aren't really a priority. Aesthetics come with the beta stage (cp_cockandballs_b1).

For your first map, you'd be well advised to begin with a small, simple map - preferrably Arena - and as you gain more experience (christ it feels like I'm talking about an open-world RPG) you may feel more confident in making more advanced stuff, such as Payload, Attack & Defend or indeed Special Delivery.


Finally, it's nice to see another modeller join the forums. You can show off your work here.

__________________
gray text
 
Reply With Quote
Old 06-30-2012, 09:42 AM   #3
Nytillion
L1: Registered
 
Nytillion is offline
Posts: 17
Thanks: 3
Thanked: 7

Default Gentlemen.


Ah, thank you very much. That's very helpful. One more question: how far through development of the map should I be before I ask for feedback?

I'm working with 2 map ideas at the moment, one is a KOTH map which I *might* enter in the contest if it doesn't suck and is done on time, and the other is a Dustbowl style Attack/Defend map I want to be a longterm project throughout the year.
 
Reply With Quote
Old 06-30-2012, 10:08 AM   #4
Dr. Element
Procrastinating slackjawed Hippopotamus
 
Dr. Element's Avatar
 
Dr. Element is offline
Posts: 887
Thanks: 378
Thanked: 530

Default Gentlemen.


We give feedback from anything you provide us with, whether it's gameplay testing, screenshots or whatever. Remember to take feedback with a grain of salt, as people are always responding according to what they feel like is right, but as with every other art, there is no objective truth.

When designing maps, we usually do it in the following stages:

WIP/Planning: When you are designing to first rough version of the maps layout. In this phase, your map isn't ready for gameplay

Alpha: Map is ready for gameplay, but lacks aesthetics (to make it easier to change the layout). In this phase, your map should be tested a lot so you can improve the layout and game configs.

Beta: When your layout seems solid, you can move on to Beta, where you will detail your map.

Release candidate: When everything seems good, you move on to RC. Maps will usually stay in RC for a very long time. This is where you let people find the last tiny buggers, something that can take a while.

Final: When you are certain that your map requires no further work, you can call it final, whip the sweat of your forehead and be proud over your now complete map.



TF2maps offers gametesting for all maps on alpha/beta stage. Look out for the gameday announcements when you need to get your map tested

__________________
mvm_sludge | koth_nippletwister
Works in progress (inactive, or haven't reached a satisfying playable state yet): ctf_hurricane, cp_glacius, koth_sprout, pl_thorndike, tc_feldspar
 
Reply With Quote
Sponsored links
Advertisement
 
Advertisement
Advertisement

Reply

Previous Thread Next Thread
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 04:03 PM.