I've created a bunch of maps now and compiled them to see what they look like with Mbuilder
Does that mean you make the map(s) and you only compile when you're done with the brushwork and lay-out? I use to compile about a thousand times during the whole process;)
Could someone give me a basic chain of events from start to finish on how a map is created? Like after you create a map, then what?
I think it's not just about what to do 'after' you create a map, but about the whole affair a mapper has to go through. From rough sketches on paper to first attempts at setting something up. To build step by step and compile along the way to see if it works and looks right.
(As for MoHaa editing, I started by collecting lots of pieces of script and information on scripting (basicly every little piece of script I found useful) so that I?d know for sure that I?d be able to make the things I had in mind for my map. I didn't find it very appealing to start spending weeks on a map and not even knowing for sure whether or not I was able to make the script for it. The same goes for the use of sounds and shaders and what not.)
As for mapping in general, I usually start of by thinking about the map's setting. What theme do I have in mind and what mood do I want it to have. Try to make sure that the map fits into the game. A game has a certain mood to it, which can be quite hard to capture. What I like to do is start small and make just a (very) small part of the map. I collect a couple of textures I want to use and then try to set the right mood. (This can be done by making a couple of houses or a piece of terrain or whatever; the idea is that I can actually see it in the editor and in the game.) At this moment I don't care about leaks or errors, it's just to get an idea. When I feel like "this could be something", I have to decide whether to expand what I've made so far or just start over from scratch. Well, I don't have to really start all over, because I know have a good picture of my theme in the back of my head.
It's also a good thing to determine what type of map it's going to be. Is it going to be DM, Obj, SP etc.? Sometimes people make their DM-map into a Objective map and they just add an objective to blow up. But then they seem to forget that DM-play is fundamentally different from teamplay. In the end the players will unconsciously start to focus more on scoring individual frags than on the (added) objective as the map's layout allows it.
It can save a mapper a lot of time when he takes these things into consideration before starting. There's nothing more frustrating than canceling a map or a neat idea after you've already put in a sh*t load of time, just because of poor planning. I have once spent weeks on creating custom textures for a map (based on the deathcamps of Auschwitz) and in the end I stopped working on the map because I didn?t like the way the map(?s layout) was coming along. I did a lot of research on the subject to get an idea of how the camp was built. But I wasn?t able to make it into a good playable map and I decided to use a different theme. Let?s just say at times like this I?m glad I don?t make maps for a living and don't have to work with a deadline,-)
Some tips:
I'd recommend new mappers to be careful when they start a map, and not get lost in small details immediately... because the ideas you have in your head don't always follow up in the editor!
You must have a rough picture of the map in your head. You're trying to imagine how it will look in the game and you should have some pictures of future places in your mind. Be prepared to improvise and change plans a little when something isn't going the way you'd hoped for.
Know the game and the editor as much as possible and test a lot. Try to find out what can or cannot be done in the game you're mapping for.
Also, I think brush scaling is the key to making a professional-looking map. Brush scaling applies to everything from stairs to hallways to rooms to buildings to doors to windows... well you get my point, everything. What I find to be a pretty good way to gauge if I am scaling my map correctly is to place a player start next to what I'm building. Now I can tell how big/tall/wide/thick my object is compared to an in-game player.
I wish there was some sort of step by step guide to make maps, but there just isn't. Every mapper works in a different way. I'd say just do what works best for you and do it the way it's most fun. But it can definately save you a lot of time if you do some planning ahead and are aware of the things that can or can't be done in the game you're mapping for. Or better, be aware of your own capabilities. Practice makes perfect. (:shock: yes that's a clich