Quote:
Originally Posted by
Grossfuerst G
Taking part in the 72 hour mapping contest reminded me that I find starting a map from scratch extremely difficult

. I work faster if I already have something there to change, at least I think it is that way.
What do you do / recommend doing when starting an entirely new map? Like:
-What does your paper layout show, and what doesn't it show? Do you include precise measurements or more vague ones? Do you make multiple papers?
-Do you include models into the first minutes of mapping or is it entirely brush-orientated? I'm less talking about placing the occasional CP-plate or info_player_teamspawn by ABS for scale; I mean models placed in an early stage of the mapping to stay there. Same question goes for displacements, as i find them very tedious to shape.
-Do you include detail while the map is not yet playable?
-How do you optimize as you go?
-Do you prefer to have the map playable first and foremost or do you make more or less finished areas, to make a more finished looking a1 for the map's first gameday?

I never make any paper sketches. Never have, and probably never will, as long as I work alone. I think about layouts a lot though, and construct them in my head, if there is anything particularly complex that I need to remember I type something down on a post-it, and then whenever I look at that note again I remember the thing I was imagining.
I should note though that what I end up with is usually very far away from my initial 'vision' of the layout. While building in hammer I find issues with the layout and have to make adjustments, some adjustments can fundamentally change the original plan but I will not allow myself to knowingly keep a 'problem' in the design, and pretend I didn't see it. If I saw it I will attempt to fix it. Which sometimes is impossible and I scrap the whole thing/area.
I do put models/props out very early. They help me finalize the scaling I want for the "idea" I have. Any prop that I've seen ingame often enough to "feel" its size as a gameplay element will do.
For displacements I don't find it anymore tedious than regular walls. Especially now with the sculpt tool which didn't exist a few years back.
I do most of the displacement shaping before I even turn the brushes into actual displacement faces. Vertex edit those rockwalls into a roughly natural shape (in the top view) and
then use sculpting to make the surfaces less flat and more natural.
I don't detail my maps unless I see a point in doing so. Detailing is not something I particularly enjoy for extended periods of time, and for early alphas I tend to stick to dev textures.
I guess you could say I optimize as a I go? Once you've built a few maps and know how vvis works you kinda start incorporating optimization as a key factor in the basic layout you come up with automatically.
As far as early alphas go I will always put down areaportals (it takes just a few minutes) and in some cases 1 or 2 hints that I know will work and be significant, I probably wont spend time looking for places to put more hints that early, just adding those handfuls that I instinctively realized was needed while making the layout.
When it comes to the first test, I try to make sure that there is as little to complain about as possible. If I can run through the map locally and comment on the bad lighting and bad clipping by myself, I will go and fix that, recompile and repeat. Until the issues I find myself are so minor that the time it takes to compile outweighs the severity of the issue.
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These things do not apply to my 72h maps..