General Mapping Discussion and Advice

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
For the type of stuff that doesn't quite warrent a thread. i.e. Little things and stupid problems.

...

Right I'll start; I came up for the CTF contest with the idea of the arena being 2 boats battling (one being Navy (metal based) for blue and Pirates (wood based) for red.) Now I started to block out; got a bit bored of thinking about the level structure and decide to go do a bit of research on CTF maps where I come accross CTF Vikings; A map with the same theme (on a basic level) 2 ships fighting.

With the map not being great I did a search on here to see what you lot rated it as and I found CP pirate island which is a much better quality map. :facepalm:

With my backup idea of 2 small boats battling over the centre flag on an island now also being old news should I just scrap it and come up with a fresh idea?
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
That is true, 4 months is a long time. I think I'll experiment with different blockouts and play competitively for a week or two and then throw myself into making the map. Give myself 2 months two pretty much finish the map and then the rest of the time can be used to optimise and polish.
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
I don't think the boat theme is overused especially since there's only 2 that use it (hardly plenty) Just make sure that you make it quite clean, seeing as the boat would essentially be one big prop with a lot of detail everywhere to sell the theme I can imagine it being quite finicky. Don't over detail it or you'll have a lot of angry competitive players who die due to something getting in the way of their backtracking (which they hate) and don't make it essentially a flat building on water either...

Maybe a bit of brainstorming would give you a less unstable Idea :p
 

Numerous

L4: Comfortable Member
Oct 14, 2009
150
72
A durr. do something which uses vertical space more. Make something like boarding action in halo, maybe. That was awesome.

Remember, if your imagination fails you, you can always just copy other games maps, and adapt it a bunch until you end up with a half-decent idea.

Or do what I do, sketch a bunch of different layouts until you come up with something you like.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Well, when I tried to get to sleep last night I found that I couldn't because I couldn't stop thinking about layouts for this contest. Opened up the editor, quickly blocked out the rough idea - haven't yet decided on a graphical theme but I was thinking along the lines of TF2 destroyed... I've got to go away for the next 2 days though :( but I'll take me art pad with me and see if anything comes up.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
I'm not sure about a naval themed CTF map which incorporates vertical combat. I've played a similar map called CTF_YAAARGH! (yes that's the name of the map) where RED and BLU's viking ships were next to each other and both teams had to board the opposing ships and grab the intelligence from the lookout point on the highest accessible part of the map and destroy the glass barrier guarding the intel. Afterwards, the player had to disembark the enemy ship and make their way into their ship's hull and drop the intel off inside.

The map was rather flawed. Players would take the cannons located at the back of each ship to rush the intel. Default lvl2 sentries were set up at the begining of each round to guard the glass barrier and intel (players were able to use the cannon to fly up to the barrier and hide behind it as they single handedly take out the lone sentry gun), Heavy and Medic pairs would occasionally turn the boarding planks in the middle of the map into a terrible chokepoint and Snipers were a true pain in the butt as the could hide almost ANYWHERE in the entire map including the dragon heads at the stern of each ship. Players were also able to spawncamp the respawn points due to the respawn rooms having only one easy exit. The OTHER exit however was also in the respawn room but players had to shoot the switch to open the glass hatch leading to the ship's hull (most players avoided using that (I don't know why)). Also, Engineers could camp the hull cap zones preventing the enemy team from winning (we would have to send in at least 2 Demomen and a Spy to clear out everything in there). There was also a swimming Icthyosaur in the map (the alien fish from Half-Life 1) that was a func_train hybrid.

As for your map idea Retroid, experiment. That's all I can say. Experiment with whatever you please. It takes time to come up with originality, so get a pen & paper and take the time to have a brainblast. Afterwards, put that idea on a .vmf file.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
I think that must be the same map I played under a different name. I don't think they put any thought into the design of the map really; mine was going to be nothing like that at all but it's really put me off a pirate theme.