A good map is...

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I thought it'll be nice if I'll gather all your tips of how to make a:
1. good
2. replayable
3. fun
4. balanced map
I'll add them to this thread each time I'll find one in case you'll need
some tips how to make a good map.​
Tips:
- Don't make classes over/underpowered -
  • Places with no cover makes a Sniper overpowered.
  • Small places with a lot of ammo will be a good "Sentry Nest"
  • Placing some small amounts of ammo could be good for spies
- Unique playspaces with a nice objective-
  • Chokepoints are good and can be fun, so long as you have good alternative ways as well.
- Every class should count - for example:
  • A map that does not support Snipers will not be loved by people who like playing as a Sniper
  • A map that has no place for Soldiers to rocket jump wil make the soldier useless in a way
  • A map that has no good places to place sentrys will make the engineer's buildables useless.
- Playtesting after release can make a map even better
- The map should flow -
  • An obvious path to the objective/s
  • The path shouldn't be like a maze
  • Big arrows can help point at the direction (and still have the map look in TF2 style)
 
Last edited:

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Fun: Don't make classes overwhelmingly over/underpowered. A large open area with no cover is Sniper heaven. Ditto good vantage points with no easy flanks. Small nooks with plentiful ammo nearby caters to Sentry nests that are difficult to break without Ubers. A map with little ammo hinders Spies that aren't using the Cloak & Dagger. Stuff like that.

It's pretty much inevitable that some classes will find different strengths in different situations, but try not to overdo it.

Massively late edit: What Nutomic said.
 
Last edited:

chickenm4n

L1: Registered
Nov 27, 2009
49
6
one that is simple to access, with unique playspaces that result in multiple combat scenerios. :p
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
The map should flow easily, being less like a maze and more like a natural path. However, it should also be well optimized and be convoluted enough to provide all payers with a decent framerate. Also people should instinctively know where to go. For example l4d(2) maps direct players toward their destination without pointing big arrows towards it. Luckily tf2 mappers can but big arrows and it will look fine, but you should still try to direct players in the right direction using less obvious signs as well
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I agree with all of that!
Any one has any more ideas to make a map playable and fun?
(Because I need this)
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215

Clearly, there are no good maps.
BaconSalt.HighRes.Original.jpg
 

Radaka

L420: High Member
May 24, 2009
491
244
I actually agree with him. Chokepoints are good and can be fun so long as you have good alternatives as well.