Map Creation Tips Wanted!

Growooken

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Apr 17, 2008
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I am planning on trying out map creation with Hammer. I have used it a little and have read some tutorials about it. I know we have several experienced map developer in eGO and was hoping for some advice.

Does anyone have any tips for a beginning map designer?
 
Since I haven't used Hammer or somesuch before, I'll try working on philosophy of design. Which is actually covered in Valve's commentary.
1) Every class needs some part of the map to allow them to shine, somewhat.
Whether its sniper battlements, areas just big enough for sentry FoV, height advantages, or others, every class who relies on terrain should at least have 2 or 3 areas where they can say "Wow, this really fits my class". Secondary paths for spies, open areas for snipers, high areas for soldiers and demos, areas where you can get somewhere quickly with a perfect doublejump (Like the spires of Badlands, which are also cool for soldiers): all these are useful.

2) A concept of the map is useful. Why is Reliable Excavation and Demolition fighting Builder's League United here? This can create some interesting elements.

3) Multiple paths. There is no way a single chokepoint should control the whole map. Warpath may seem like this, but it actually has 3 ways to and from the middle point. It's major chokepoint issue is by the last points, which I bet is designed to prevent spies from getting through too easily.

Umm.. that's all I can think of for now.
 
NEVER work in the smallest square units thing. i made that mistake before and tons of things didnt line up, try to keep it in the larger units unless your doing something intricate, then switch it right back
 
I'd totally disagree with never working on smallest grid. Well, get your layout down with the dev textures and then proceed to get fine details using the small grid.

Don't carve unless you really have to, the vertex manipulator is much better and generally won't give you bad verticies which aren't aligned with the grid.

If you're making a room, DO NOT make a box and hollow or carve it, make 6 blocks instead, that's the rule. A recent PC Gamer article about mapping for Portal had a heap of "useful techniques". If you own that article, burn it, It's 99% incorrect.

Hmm, what else... when you're doing test compiles, don't run vrad or put it on fast if you're just testing gemeotry or game flow, lighting doesn't effect either of those so compiling vrad will just increase compile times, and we don't want that do we?

If you'd like further help, chuck me a pm, I'd be happy to help.
 
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