Some tip-offs plz!

01-05-2008, 02:58 PM
Hello everybody!
I'm going to make a map again, so I'm wondering, how should I start?

I'm going to make a map with many trenches and underground tunnels.
So how should I start? Should I start by making the underground tunnels? Or should I begin making a easy made ground, so I can se how the map will look like, and then make the underground tunnels?

I've allready painted a big area of the map on a paper. But it's the connection between the ground and the underground tunnels that I can't understand how to do.

Sorry for my bad english, but im currently going in school. Also I'm swedish. :)

otF yetihw
01-05-2008, 04:15 PM
How you start making the map is entirely up to personal preference. Personally in your case I'd start with the ground. The main thing you need to do, given the type of map you're creating, is learn as much as you can about displacements as these will form the basis of your map. For instance tunnels and trenches look best when made from displacements.

Heres some to get you started

And look here for more

And your English is good. Ha det god.

Cpl. Punishment
01-05-2008, 09:31 PM
I usually start by building my entire map out of orange brushes, so that I can get the scale and layout down before I do details. Other people design each building one at a time. For a map that will largely be underground, I would recommend laying everything out first.

The Valve Wiki is also a good place for tutorials.

Level design main page (
DoD: S specific (

01-06-2008, 09:15 AM
You should start by drawing out your level on paper first :p

01-06-2008, 11:36 AM
dido, then once you start it change everything to suit source. LOL

01-06-2008, 05:18 PM
Thanks for all of your replies!

Have a great new year!!:)

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.