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Starting a map
Posted: Fri Aug 31, 2007 1:54 am
by erick
I know how to map and script but I just want to know how others do their thing. I can never seem to start a new map. How do you start your maps? Do you just start mapping or plan out the level first. I need some advice because I have started a new map but I dont know what it needs next. Could someone tell me how they start out on a new map.
ps. I am asking because I can never get good ideas and my maps always turn out like crap.
Posted: Fri Aug 31, 2007 4:43 am
by PKM
radiant is a catch-22 for me . i love using it and it's a great tool but it's made a tool out of me . i can't drive five blocks without seeing a structure and thinking...man that would look great in a map.
DISCLAIMER: DO NOT MAP THIS FOLLOWING WAY !!....
i get an central idea, may be just a building, hell even just a simple sign . it usually sits until it's festered long enough that i have to get the radiant monkey off my back so i open radiant and begin . i don't plan anything other than a rough mental draft . usually i'll create up to three or four do overs to get it right/stay in the mood . a lot of mappers say to draw an outline of what your map should look like and though this is an excellent idea, i've only ever done it with my mall maps . my way of doing it on the fly is great for inspirational moments but then again, there are plenty of times i have to sit there and wonder where i'm going to go next .
design
Posted: Fri Aug 31, 2007 5:27 am
by tltrude
Map design is the hardest part of mapping. Just picture a map you like to play and then think of how it could be improved. The main thing is the fun factor -- will people want to play there again and again? Take a look at "Southern France" and you'll see that a map does not have to be big to be fun.
Re: design
Posted: Fri Aug 31, 2007 12:02 pm
by PKM
tltrude wrote: Take a look at "Southern France" and you'll see that a map does not have to be big to be fun.
i'd throw in stalingrad as another example of this and remigan as an example of bad map gameplay formation (a basic figure 8 with a major chokepoint)
Posted: Fri Aug 31, 2007 12:29 pm
by jv_map
I would highly recommend starting off with a sketch - and even more importantly,
think about what you sketched. You can often tell if your map will be playworthy just by looking at the sketch, and you can usually find flaws
before having made a single brush. Note that a sketch also gives you invaluable information about the regions in the map where fps may become problematic (areas with lots of buildings, areas with large views). This means that with proper planning, you can take both aspects of playability (gameplay and performance) into account and save yourself the surprise afterwards when something doesn't work out (in which case you're often too late to fix the problem).
One more note, a common pitfall when planning is to draw, well exactly, a planform. When drawing on a piece of paper, always keep in mind the actual level also has a z dimension (height), so you
can have multistory buildings (in fact 'verticality' often improves gameplay variety).
Nuff rant

Posted: Fri Aug 31, 2007 3:15 pm
by erick
thanks for the advice. I will use it!

Posted: Fri Aug 31, 2007 6:18 pm
by k47a
I only twice tried to make a map according to a sketch... first time was my first mapping attempt (needless to say it turned out crap), and second time I didn't even start the map.
My problem with sketches is that I got a certain idea of the map which I can't get over to radiant - impossible design. So, as my maps turn out differently from what I had in mind anyway, I stopped wasting paper on useless sketches. Now I just start with some basic caulking, then eventually give it some textures and then put the details/models etc in... (mostly i finish one part of the map more or less then i go on to a next part).
What I should add tho: of course I do have a certain picture in mind when I map - a general idea of what the place should look like, and I try to not have too many differen (architectural) styles...
Posted: Fri Aug 31, 2007 7:01 pm
by erick
Thanks everyone for that. My next question is what do you put in buildings? I have a map that I am working on (Single Player) that is supposed to be a city. I am stuck for what to put in rooms and stuff. One room has a cardgame and posters in it. Should I have fake buildings? (cant go inside) Please give me your advice. I would like to finish this map.
Posted: Fri Aug 31, 2007 7:17 pm
by PKM
for interior rooms, less is better unless you wish to give a general hint of what the room is for . look at stalingrad, those rooms are bear but i've never heard anyone mention this . same with southern france . throw up a poster, tv or a painting but never get caught up in ''outfitting'' one whole room unless that room is a showpiece/centerpiece . my mall maps have all those stores but other than the eagles fans store and the arcade, they're all empty (not counting the one store with the mannequins ) . fake buildings are a must, how many can you enter in algiers ? use them as a backdrop . since city's are usually grids, you need to hide the horizon at the player's level. skylines and fake buildings will do this for you . CN/backstreets did it very well with a high wall, i've used prop buildings...take a look at 676_chicago .
http://medalofhonor.filefront.com/scree ... le/63526/1
the play area actually only takes up the center right area in the SS . everything else is to hide the horizon .
Posted: Fri Aug 31, 2007 8:19 pm
by erick
Thanks PKM. I always tried to use way to much detail and never finished a map.
Posted: Fri Aug 31, 2007 10:18 pm
by erick
Thanks Guys I am off to a great start!
I have a feeling that I might actually finish this one!
map
Posted: Mon Sep 03, 2007 5:14 am
by bobzilla
I just build a wall, steps, and a light..and go from there..whereever the brain leads me. Most time nowhere, but for at least 21 spearhead maps..somewhere!
did that mak any sense?
Happy Birthday Bobz (59th)
Re: map
Posted: Mon Sep 03, 2007 9:17 am
by PKM
bobzilla wrote:
did that mak any sense?
only that you are the
mak-daddy modder . 59th ?
Posted: Mon Sep 03, 2007 9:35 am
by Condor
It depends on the main aspects of my map. If I want to realize some technical stuff, I usually begin with pen and paper, and write down formulars and sketches, and build some simple rooms, sometimes just one room with the basics, which wont be in the map later.
If I design maps for simple gameplay, render hdr images, paint pictures or create things for example out of wood, I keep the image and the imagination in my head and realize it on the fly.
Posted: Tue Sep 04, 2007 8:42 pm
by *GCC*Nigel
I do the "That would be awesome in a map" or "I'd love to play spearhead in here" which causes all my maps to be real-life locations, so I've got my tape measure, camera, and very full notebook of measurements. I'm usually not without things to add into any empty rooms. It's true most real life rooms are full of junk, like on your desk you have your computer, mouse, speakers, keyboard, printer, and so on. Mapping most of that would be useless. It's rare that you hear someone comment on the nice looking computer, unless it's monitor is something a little risque'. Which would then draw attention to it. You have to think how things can be played. A desk in an empty room would be a defense position, how does the offense balance in the room? A window above the door for grenades or a window maybe. Balance is always good in maps. Adding a second desk mixes up the playability of the map, you can hide behind one OR the other one, but then offense gets harder again, add another entrance, break away wall, window, maybe even a grate on the floor if the setting is right. For a GREAT example of playability in a room, on Stalingrad there's a room with a bed and a dresser. How many ways can you play each of them? Let's count: 1. on the bed facing one door 2. <--facing other door 3. On the end of bed watching one door 4. <--other door 5. Off bed behind footboard watching door 6. <--other door 7. Beside bed leaning watching far door. Needless to say, the room can be played many many ways for defense on either door. The openess of it allows for a degree of dificulty, but it can be overcome and captured from the defender. Before this turns into a novel, just make sure you post your maps so we can all play them. There's NO SUCH THING as a bad map. (There's either good or TERRIBLE

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