Noob mapper begs for a simple map layout

  • If you're asking a question make sure to set the thread type to be a question!

lipe333

L1: Registered
Feb 10, 2008
14
0
Hi guys, i've been reading mapping tutorials, articles, tips and other things for a long time, and seeing all the great maps that were born here in the forum, i started to want to create my own map as well. i dont want a worldwide known map, i just want to create a small map to exercise my mapping habilities so maybe, one day, i can do a good map. but i've been thinking in a map layout for about 2 weeks, and i cant think in nothing good! every time i start thinking on it, i end up with a layout REALLY similar to valve's maps. so i thought i could ask you guys if someone has ever thought on a map layout but didnt make it, because you didnt have time or for any other reason, or if someone here is really reallyy willing to help me he could make me a really simple small map layout, it doesnt have to be good, it can be really crappy actually, i would just ask for a koth or arena layout, because i've read here that these are the maps with the easiest entities work. i know this is a REALLY big request, i will understand if nobody is able to help me, but if someone is, i would be REALLY thankful. thank you guys, this forum is great!

edit: oh and sorry for the grammar mistakes, i know i made a lot of them, i'm brazilian :p
 
Last edited:

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Arena and KotH are both generally simple designs with spawn areas, a mid space that offers a number of directions to take, and then the central area with the capture point. Sawmill and Lumber Yard both put the point inside a building; Nucleus expanded the mid space into multiple rings, and so on. Adaptations of larger maps into arenas typically truncate the map to achieve the same result.

Similarly, most custom maps have your spawn point, mid space, and then the central point. These aren't always obvious, but they're present. There's scarce health, often in dangerous locations, but ammo is easier to come by.

So your basic layout should be a spawn room, then a mid area with multiple exits, then the point. And mirror it.

Try to come up with exits that offer several height variations and allow you to show up directly in front of the point, off to the sides, and possibly also above it (such as balconies). The further away from the point (and the longer the journey) the safer it ought to be. The more direct the route, the more dangerous.

Once you've got all that, it's mostly just a matter of figuring out how to disguise all the tubes and hollow boxes you've got us hamsters running through.
 

lipe333

L1: Registered
Feb 10, 2008
14
0
Arena and KotH are both generally simple designs with spawn areas, a mid space that offers a number of directions to take, and then the central area with the capture point. Sawmill and Lumber Yard both put the point inside a building; Nucleus expanded the mid space into multiple rings, and so on. Adaptations of larger maps into arenas typically truncate the map to achieve the same result.

Similarly, most custom maps have your spawn point, mid space, and then the central point. These aren't always obvious, but they're present. There's scarce health, often in dangerous locations, but ammo is easier to come by.

So your basic layout should be a spawn room, then a mid area with multiple exits, then the point. And mirror it.

Try to come up with exits that offer several height variations and allow you to show up directly in front of the point, off to the sides, and possibly also above it (such as balconies). The further away from the point (and the longer the journey) the safer it ought to be. The more direct the route, the more dangerous.

Once you've got all that, it's mostly just a matter of figuring out how to disguise all the tubes and hollow boxes you've got us hamsters running through.

wow that was fast, thank you stormcaller, i will sure keep this in mind when making my map. lets see if someone else answers :p
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
If you don't have a concept, I suggest you try some creative technique. Here is an example:
Take a sheet of paper and draw a rectangle. This is your control point (middle control point if you want to do 5cp).
Then just add some other rooms how you feel. If you are finished think about if it would be playable. If not, try to change it or start over until you got something you'd like to map.



Or something like that. Just take a sheet of paper and think of a layout. If you don't know the layout, just start with a room and draw stuff around it.
 

lipe333

L1: Registered
Feb 10, 2008
14
0
If you don't have a concept, I suggest you try some creative technique. Here is an example:
Take a sheet of paper and draw a rectangle. This is your control point (middle control point if you want to do 5cp).
Then just add some other rooms how you feel. If you are finished think about if it would be playable. If not, try to change it or start over until you got something you'd like to map.



Or something like that. Just take a sheet of paper and think of a layout. If you don't know the layout, just start with a room and draw stuff around it.

thanks for the tip :D i found out that doing your layout on a sheet of paper is much better than on the computer, i dont know, i think it distracts me. i kinda got some ideias now, thank you guys :D
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
If you want you can have my second map (arena) that I now have discarded its kinda lumberyards/watchtowers middle with a badlands layout (for about 18 people) If you want it just pm me ill remove the textures and sort of clean it up a bit cause I had a few errors I remember.
 

Blue552

L3: Member
Sep 16, 2009
137
18
A good way to start out is make a KoTH map - Build out from the point in the middle.
 

lipe333

L1: Registered
Feb 10, 2008
14
0
A good way to start out is make a KoTH map - Build out from the point in the middle.

really? i always thought that starting from the spawn room is easier, gonna try that, thanks :p
 

Dain

L3: Member
Oct 21, 2009
106
43
Never underestimate the power of planning ahead. While you may not want to decide every single intricate detail of the map before you start out, it helps, A TON if you have a little piece of paper next to you with some floor-plans, notes, annotations, or even some actual concept drawings (like what the map would actually look like in game.) If you're stuck for layout designs, go outside and look at the layout of somewhere. It doesn't matter where - your workplace, your school, your town centre. See if you can get inspiration from there. For example, I'm loosely basing one of the capture points on my payload map around an area at my school. It isn't a carbon copy, just a general layout.

So my conclusion is that you should always be on the lookout for inspiration wherever you go, and not just confine yourself to staring at the hammer grid with an empty mind!