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Old 07-07-2012, 02:09 PM   #1
Sebi
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Default What do YOU do to start a new map?


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?
 
Last edited by Sebi; 07-07-2012 at 02:13 PM.
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Old 07-07-2012, 02:20 PM   #2
Fr0Z3n
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Default What do YOU do to start a new map?


I get an idea into my head, and then just roll with it. Block it out and populate it with props and such. From there, I build off. If i get stuck on what to do for an area, I just do whatever comes first, and (again) roll with it. if I don't like it, but can't think of anything better, I just leave what I have, and continue on to the next area.

Basically the analogy of my through process: I have a ball of clay, I keep poking it until something that I think will work/play well comes out, while still maintaining the map image that I had in my head. This usually means my Alpha's are really rough and not-so-pretty.

For optimization, layouts should lend themselves to that and make it easier overall. I don't optimize til beta. (If you don't like that - BITE ME)
 
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Old 07-07-2012, 03:06 PM   #3
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Default What do YOU do to start a new map?


Normally I start by sketching a layout on graph paper, then transferring it 2d into Rhinocerous (a CAD program) and print it for future reference.
This is Montane when it started:

From there I make the level in Hammer normally starting at one spawn and working to the other.
Dev testures are used, never actual ones until alpha 5 or so.
I don't optimize much in alpha, but when I do it's with areaportals.

But hey, that's just me. Others will do it much differently.
 
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Old 07-07-2012, 03:21 PM   #4
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Default What do YOU do to start a new map?


I start with an idea, ususally about a specific feature, and that's usually about a core game area.
Then work on developing that core area. Draw a layout or if it's a super simple idea build it in Hammer and then work on layout.

I usually start in nodraw unless I am unsure about the scale, or the idea isn't well developed, because then I need to get in game faster to feel it out and see problems. In those cases I start in dev texture.

I use dev textures usually but will sometimes just use a couple wood and nature textures. I don't have one specific process, working on that, but I ALWAYS use simple texturing in the beginning and ALWAYS use different textures for floor vs. wall vs. nature vs. ceiling so it is easier to tell what is going on.

I will use some models like rocks and fences. Those models exist already, so if you plan on using them, you might as well from the beginning since their shape is gameplay right? Like, if you just use a square brush instead you will do more work to make that brush match the rock than just popping in the rock.

I optimize the map as I build it, to some extent. I try to keep areas/walls on the same planes, try to clip funky shapes off of square shapes and make the funky part a detail. I use funky shapes for nature so I don't have to sculpt displacements but can still make more interesting stuff than just squares. After awhile I will use lots of areaportals but always try to use as few as possible, and fewer than would in single player.

I prefer to have the map playable but, very unrefined and ignoring major issues for a1...but that does not work well for testing on gamedays. Gamedays are scheduled and people expect more. I think gamedays, it is like showing the map off rather than quickly testing a quick idea with a few friends so the map needs to be slightly more refined. But not detailed or perfected, but "clean" and well built with proper signs and whatnot.
 
Last edited by Mr. Happy; 07-07-2012 at 03:32 PM.
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Old 07-07-2012, 04:12 PM   #5
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Default What do YOU do to start a new map?


Quote:
Originally Posted by Grossfuerst G View Post
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.

...
These things do not apply to my 72h maps..

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Old 07-07-2012, 04:18 PM   #6
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Default What do YOU do to start a new map?


Same as Ravidge.
 
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Old 07-07-2012, 04:56 PM   #7
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Default What do YOU do to start a new map?


I make a tremendously huge brush and then clip away everything that doesn't look like the finished map.

...OR...

Sketch, sketch, sketch, conceptualize. Sometimes weeks.

Then hammer. Throw away or redo stuff that obviously doesn't work. Check scales and distance. Use instances. Check sightlines. Make heavy use of visgroups.

From the start, I'm thinking of optimization and where I'll be putting in areaportals.

I put in enough props to give me a feel for the final theme. Often I'll fully detail spawns since only exit size/location will change. I'll use non-dev textures to remind myself of what I intended in that area.

Constantly assess and re-assess everything. Redo more stuff that won't work, or didn't translate from sketch-to-hammer.

Put in lights and compile. Walk around and note problems. Walk around and time how long it takes classes to reach key points. See if I can traverse the map while invisible from ammo pack to ammo pack. Check if placement of health works with the obvious soldier/demo jumps. Make sure there are spots that scouts can jump to.

Back to Hammer, refine and assess and re-assess.

Then release A1 and let other people start beating on it.

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Old 07-07-2012, 04:57 PM   #8
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Default What do YOU do to start a new map?


1) Open hammer
2) Brush tool
3) Make brushes

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Old 07-12-2012, 02:58 PM   #9
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Default What do YOU do to start a new map?


I turn on my computer then proceed to load the insanity module so I can deal with hammer issues then start with and idea of sketch it out if encounter problem areas.
 
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Old 07-12-2012, 03:23 PM   #10
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Default What do YOU do to start a new map?


i plug my spinal cord into the computer and go to sleep. when i wake up, i have a new map created by my subconciousness.

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