General Questions Regarding Mapping, & My Idea
Hello all :D. I've been mapping on and off for years now, but I haven't sat down to do a real map in at least a year. Lately, however, I've really wanted to delve back into mapping (with the "new" Hammer editor) and so on -- but now I'm curious as to how others go about mapping.
Do you start with an idea, or a drawing? A scale drawing on graph paper, or just sketches of "areas?" What exactly is a flow chart? Do you often deviate from your sketches/drawn maps while creating it in Hammer? Do you always have historical basis BEFORE creating the map?
I just want to go about making my next map in a cleaner, more efficient fashion. My next map is currently just a layout, no specific place yet, though I of course have ideas :cool:. Speaking of which, here is the general layout of the next map I am considering (the windows and doors are not final and I'll be adding more, especially on the axis side of this layout -- please just pay special attention to the basic layout and flag placements):
http://plaza.ufl.edu/brianbrs/mapidea.jpg
Should I begin mapping it, or create something different?
Insta
10-14-2003, 06:21 AM
Welcome to mapping, leave your social life at the door ;)
I've never mapped from a sketch or floorplan. I've certainly tried, but when I see it all in 3d, I often think "hmm, this won't work, I'll do it like this instead" or you get a better idea than the one you had when you drew the sketch. Also, I've never made a map with a historical "background", although thats certainly one way to do it. Just keep gameplay in mind at all times, and use the historical stuff as a setting.
Concerning your layout, its looking good.
Suggestions :
-add atleast one more exit from the spawns, as to make spawncamping harder
-make the "arenas" with the middle flags a bit larger, so that theres plenty of space to fight. A cramped two-person cap area makes for easy grenade kills for the enemy :)
That's pretty much it. Hope you found it usefull.
Plato
10-14-2003, 05:38 PM
Ffter most people have been "mapping for a few years", they ushally have a good idea of how to turn an idea into a map. So yea...
Layout is interesting, but even though you have two roads coming out of the spawn they converge at one point creating a bad choke point ppl would camp. Otherwise, looks nice. GL.
Mythic_Kruger
10-14-2003, 06:15 PM
Originally posted by Rory
I'm curious as to how others go about mapping.Well did you notice that you will never see 2 bartenders making the same cocktail exactly the same way? They use the same drinks, the same alcohols, the same ice, the same shaker; the cocktail has the same taste, but the way they did it is not the same.
Same for mapping. Beyond the technical competences you will find many mapping philosophies. Up to you to "sit down and practice" (Kleinluka quote) to find your own way and what fits best to you.
Your layout is looking good and that's certainly a good start to draw a plan.
My advice is: if you begin mapping it, finish it. Some of you know what I'm talking about ;> I was just reading the map ideas thread, with plenty of work in progress, some "I'll release this one", "I'll finish this one" etc... Yeah, IMHO it is harder to release a map than begin mapping it.
Thanks for the comments :cool: I'll begin mapping it out as soon as I have some free time!
Hmm, that statement just reminded me of how much time it takes to just get the map into a working stage! Doh! Well, hopefully I'll return within the next couple of months with something decent to show for my efforts.
Til then,
FuzzDad
10-14-2003, 09:18 PM
Another thing...the layout looks good...you might have to increase the size of a few buildings to reduce vis lines...but looks doable...what I would suggest now is first build your map with what I like to call the lego-block principle.
Make all your buildings solid blocks first. Make them of varying height and then skybox in agressively. Put some temporary textures on them. Since you've already got the layout you could have a first run map without all the fancy damage and interiors within a few days...this way you can see if the map has good gameflow and can be blocked visually (low r_speeds). You'll have months to add in detail and second exit points from the spawns and all that other cool stuff.
I cannot say this enough...gameplay and gameflow is everything...all else takes a back seat to that. Notice that Caen has remained a number 1 or 2 staple for years now...it's because the layout is simple...easy to understand, and allows for the ebb and flow of combat surges from one end of the map to the other...your layout has a feel to it like that from what I can see.
I built flugplatz that way...big-ass lego buildings at first built upon a even layout...then kinda carved out the details later
Eagle
10-14-2003, 11:00 PM
Fuzz thats the best damn advice you have ever givin...
Holy crap... I actually believe I can map now... Ive been going about it all wrong...
I have always starting with like section to section... and eventually... everything would come out crappy... or just never get done...
But this Lego idea is damn good... I love legos!!
Now just to configure Hammer and HL to work together without f'n up...
Holy crap i wub you fuzzdad
-Eagle
i have enough lego i may be tempted to take your advice to literally FD :D
Heh, I am reading your message today after yesterday doing exactly what you said ("lego building")!! That's the same method I use. The only problem I have with this is that, in this map, a few of the interiors are important as routes. Notice the axis (on my design) have an easier time via streets to get to the center single-man cap. To counter this, the allies have a window that overlooks that middle flag (which they can also jump out of).
The map is looking decent now -- er, not literally its looks, as it actaully looks like trash (I'm using two textures heh) -- the routes and vision blocking, and relative "scale." I know what you mean about increasing building sizes a bit to block off vision. I had to modify the axis area like 20 times last night before I felt comfortable compiling to test out the line of sight. Speaking of which, does it matter how fast your computer is when testing your own map, in terms of knowing how efficient the design is? Or does that sort of thing become evident after releasing it to the public as a beta map? Just curious... I don't want 90fps and someone else to have 10! (the r_speeds are the most important factor I could think to look at, but sometimes they don't tell all).
Oh, the only thing I *didn't* do as per your advice was aggressively put in the sky. I instead just did the quick-n-easy (and bad!) sky box -- this way I could compile it before 1am last night and then make it to class the next day! I think after I've worked out the building heights and so forth I'll begin putting the sky in the correct and efficient way.
Again, thanks for the advice. The only problem that has cropped up immediately is the topmost 2-man flag cap (meant for axis to cap first). On the layout design it's only so-so, but it's even worse on my quick build.. It's like a narrow street! I'm thinking of ways to fix this. Perhaps I should extend the topface a bit to allow more room, and add a few rubble piles to restrict view/grenade spam. We'll see...
FuzzDad
10-15-2003, 12:32 PM
One more piece of advice...compile soon and often...compile...compile...compile. That way you find leaks immediately after you made them so you know where to look.
As to the important interiors I agree, but do this: Just brush them out in simple form first. Make ramps first instead of stairs...leave out all detail. It's the routes that are important, not how they look.
Caution when making interior paths as main pathways...they tend to be choke points if you don't have secondaries inside of secondaries and it's my experience that if the map flows poorly on the main pathways without the interior paths it's not going to fair well with them either. Example: Although the secondary paths on Caen are cool they are not necessary to gameflow...what they do is take an average map and turn it into an outstanding map...but they are not required for you to cap all the points. If you choose to limit gameflow that way be prepared to have to make several other paths to compensate.
[:C:]Zer0
10-15-2003, 04:22 PM
blah leaks they suck... thats why good old one big box does the job :p .. I use a leak finder program ;o
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