Are There Any Books On TF2/General (Possibly Source) Mapping?

Dr. KillPatient

L3: Member
May 10, 2009
115
8
Well I'm doing a school project where we have to research and eventually complete something we aren't familiar with. I immediately thought, why not a map for TF2? I've never actually released one, so what better way to start focusing on serious mapping? The only problem is that we need one resource that's a book. :facepalm:

So... Does anyone know any informative books on general level design, Source mapping, or (though unlikely) mapping specifically for TF2?
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
[ame="http://www.amazon.com/Advanced-Source-Level-Design-Noland/dp/B000OZ0O2A/ref=sr_1_5?ie=UTF8&s=dvd&qid=1263509493&sr=8-5"]Amazon.com: Advanced Source Level Design: Case Noland: Movies & TV[/ame]

That's the closest I can find to tf2. I haven't read it myself, mind, so I can't guarantee its quality.

edit: I suppose it isn't technically a 'book', though...
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
btw...those noesis things aren't actually books, they are instructional DVDs
that one specifically isn't that bad, it focuses on hl2 and dods, and will basically run you through the basics, the section on optimization is the most useful from what i recall
 

Boonsaw

L1: Registered
Jul 22, 2008
46
18
btw...those noesis things aren't actually books, they are instructional DVDs
that one specifically isn't that bad, it focuses on hl2 and dods, and will basically run you through the basics, the section on optimization is the most useful from what i recall

Yeah, I noticed that :p
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Troy Dunniway, Jeannie Novak, Game Development Essentials: Gameplay Mechanics, 2005, Delmar Cencage.

Travis Castillo, Jeannie Novak, Game Development Essentials: Game Level Design, 2005, Delmar Cencage.

Simon Egenfeldt Nielson, Jonas Heide Smith, Susana Pajares Tosca, Understanding Video Games, 2008, New York, Routledge.

Andrew Rollings, Ernest Adams, On Game Design, 2003, U.S.A, David Dwyer.

Phil Co. Level Design for Games: Creating Compelling Game Experiences, 2006, U.S.A., New Riders.

Ed Byrne, Game Level Design, 2005, U.S.A, Delmar Cencage.

I underlined the titles for you incase that looks confusing.

They're all pretty good reads.. some more than others. It's not necasserily important to know how one game in particular works, but how games in general work. When it comes to a specific game you simply ask yourself what it is trying to achieve, and analyse the gameplay. You can figure out the rest for yourself.

Everything else you can find specifically on TF2 is around you here.