TF2 Mapping

Klesk

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Aug 31, 2008
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Ok, so i was bored the other day, and an idea struck me that i should try my hand at TF2 mapping. So i downloaded Source SDK, thinking it would be easy, but when i opened it up, i didn't even know where to begin (lol). So i know there are some great mappers here at eGO, so would anybody be willing to help give me an idea of where to begin? Sorry if this is wrong forum, move if necessary.
 
Mapping isn't too difficult, it just takes a while to learn the ins and outs of hammer. Once you have memorized the functionality of the tool, the other requirement becomes the vision and patience to craft something worthwhile.

Understanding the basic concept is the first step to getting started though, which is why I recommend using this tutorial to build your first map:

http://developer.valvesoftware.com/wiki/Your_First_Map

Once you have done that, you can begin "tweaking" the various steps to build a map to your liking.
 
Mapping isn't hard. It has a steep learning curve, but as soon as you hop the first hurdle, you've got it.

If you head over to our mapping forum (under art) there is a sticky with a bunch of tutorials, and most of them helped me a lot when I started.

To date I have finished a sniper map (which we tested and played on here) and I'm kinda in the middle of another, but a) progress isn't quick, thanks to school, and b) It's not so much in the middle as just a concept at the moment.

needless to say, if you have specific questions, feel free to ask me. However, Dragonhill and Roguesniper have something I don't : they both have 24/7 servers dedicated to their maps.

so ask them, if you like, or, like I say, I'm around and willing. plus, if I don't have a clue, I'll just fire it off to one of them :D
 
Lol kk, thanks guys! You make it sound so simple, but to me it's like receiving a plan for a rocket and it saying on the plan "You've got 2 days".
 
Oh yea, draw your map before making it, its better than thinking it up :D, its optional.
 
I am making one right now and it's a volcano that shoots out flamming bears and its called bearcano :) :) :) :) :) :)
 
Hey This is how I do my maps.

First: Draw and determine what kind of map you want to make.
Second: Build the walls and the ground.
Third: Input the functions and entities.
(Make sure u test while you are building it.)
 
I still have a ctf map in mind that I need to sit down and draw out... and then get started with Hammer. I feel so split between playing and mapping... playing usually wins... I have had this idea for months... inspired by the place I work... but just can't devote the time...

I think I will spend some time reading through tutorials and see what I can get started.
 
I do some mapping as well, and as I suffer from "Play or Map?" (Cake or Death?) syndrome as well, I tend to map a bit differently than others.

1) I make a grand overview of the map. (This specific map is a Jail CSS map, so I have a Counterterrorist spawn room, a cafeteria, main jail cell, holding cell, pool, field, towers, etc, etc).

2) Then I decide which bit would be fun to do first. (I picked Counterterrorist spawn room)

3) Then I draw a few detailed sketches of that room.

4) Then I start building that room.

5) I use the cordion tool (It's the tool along the top with the black and yellow striped border) to build a cordion around my map, as it exists.

6) Then I playtest my "map." This is to encourage me that I'm actually building something that will work. There's not much there, but there is PROGRESS!

7) Go back to 4, 3, or 2, depending on if the room is finished or not.

This constantly encourages me to keep working on the map, because I get evidence that there's something being built, other than boxes in Hammer.

Also, do a little bit of mapping every day. Mapping isn't hard or stressful, so putting an extra room, for a few detail entities on a map, keeps it going forward, so the next time you sit down, there's a little bit more done.

Release Early, Release Often. The Open Source mantra works with mapping too. You're not Valve, you don't have to keep your maps secret. Get the map roughed out. Don't spend too much time with details, just get it working so people can play on it. This way you can get comments telling you that the sniper tower doesn't have a clear line of sight to the front door like it should BEFORE you build that elaborate Greek Statue tower in the spot you need cleared out. You'll also get encouragement from the community about your map. And maybe some ideas.
 
I was thinking about making my own map! Thanks to these threads i am half way on starting on one, if im lucky enough to create one my luck will strike twice and the council my let me test it with you guys :)
 
I have trouble getting ideas a lot of the time. I-Die-Often, perhaps you could PM me your idea, or something, and I could prototype/ build it with your direction?

But yes. I find that after a while, it's not the building of it that gets in the way, but the conceptualization of it.
 

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