Where should I start?

Sliipperi

L1: Registered
Jul 11, 2010
12
1
I've been learning to map for about a year now, and I know the basics of mapping.
I really love to map, and TF2 mapping got my full attention, because I really like the way the maps are detailed. All the buildings and the spytech are real cool!
But I don't really know how to start mapping for TF2. I mean, should I make some practise maps with, like, one building in it, so I can get the feel of it, because when I'm making a TF2 map (or any other map), I come to a point, when I say to myself: "Really cool idea and all, but I don't know what to do now and how!"
How did you guys start mapping? How do you start a map? How should I start? These are the questions I seek answers.

tl;dr How should I start my mapping "career"?
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Well This is what i do when i start mapping

1) Draw- You may think you should just hop right on to the computer but this isn't nessecarily true. Ideal for this is an A3 Sketchpad and a pencil. Then draw an overhead view of your map, with a few notes and maybe some 3d drawings of certain areas

2) Block out your map- Do the basic shape with not alot of detail, or however much detail you want but not alot

3) Alpha Release- Once you've completed this submit your map as a alpha here

4) Advice- Take our advice and comments about your map as this will make it better

5) Gameday- Submit your map to a gameday to get lots more advice

6)Update, resubmit and detail
 

ricardojvc6

L6: Sharp Member
Jun 8, 2009
268
66
Well This is what i do when i start mapping

1) Draw- You may think you should just hop right on to the computer but this isn't nessecarily true. Ideal for this is an A3 Sketchpad and a pencil. Then draw an overhead view of your map, with a few notes and maybe some 3d drawings of certain areas

2) Block out your map- Do the basic shape with not alot of detail, or however much detail you want but not alot

3) Alpha Release- Once you've completed this submit your map as a alpha here

4) Advice- Take our advice and comments about your map as this will make it better

5) Gameday- Submit your map to a gameday to get lots more advice

6)Update, resubmit and detail

very good explaining. And not just a3 sketchpad work.. it works with a4 too
 
Feb 18, 2009
640
629
Firstly, introduce yourself over here!

The best way to start is just to make something simple. Just make something small like a koth, arena or a small cp map, but don't expect it to go far without a lot of work. Your first map (and few afterwards for some people) will probably be lacking something major (eg scale may feel wrong in game, one team may have a major advantage over the other. stuff like that) but don't it that dishearten you if/when it goes wrong. They say you learn from your mistakes, and I believe the more you make early on, the faster you learn. :p

And don't forget, if anything has you completely stumped or you need something to refer to, the people here are always willing to help. There's some good stuff here in Mapping & Tutorials.

EDIT: ninjas >.>
 

Sliipperi

L1: Registered
Jul 11, 2010
12
1
Thanks guys!

PS. Oh and one more thing. How detailed should my drawings be? Or should they just point out the very shape of the buildings and stuff?
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
If i had a scanner i'd show you mine.

It's shape of buildings and maybe a few important props.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
You can go in however much detail you feel is neccessary. Here's one of my sketches.

sketch-1.jpg


Which became...

13.jpg
 

Sliipperi

L1: Registered
Jul 11, 2010
12
1
I like that type of sketching, Psy. I'm not a good drawer, so I'm going to sketch my future maps with that style.

*Waiting for an inspiration*
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
Inspiration with TF2 is easy. Think of something stupid for two businesses to fight over. Like two competing oil companies, or agri businesses, or shipping conglomerates. Then tack on spy stuff to the end of it and you have a map.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I like that type of sketching, Psy. I'm not a good drawer, so I'm going to sketch my future maps with that style.

*Waiting for an inspiration*

Take a look round on some photo sites like Flickr for industrial buildings and design styles, you'll get some ideas flowing. Try thinking 'that looks like a good place for a super secret spy base' or 'that silo would look great with a rocket inside it'
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Why hello there mr. Sliipperi, If I may ask, what other maps have you created(since you have the basics down)?
The reason I ask is, sometimes people like to bring bad habits(well maybe not BAD but not good for TF2) along with them from other style of map making to this style and it doesn't work out very well. Main things you are going to want to remember when making TF2 Maps are the following:


1. Blu is always attacking, Red is always defending(except if symmetrical CP maps)
2. Blu theme is based around industrial more advanced buildings
3. Red theme is always based around early 1900 farm like buildings(lots of slanted roofs not very square things)
4. Remember sometimes simpler is better(some people try to over complicate buildings which makes them look bad)
5. HEIGHT VARIATION(This is the biggest factor in TF2 and can make or break a map but if done right will make people remember it)
6. Scale your map so it isn't GIGANTIC or tini tiny(time out how long it takes to get to certain points with different classes)​


Those are just a few of the minor basic things to get you started off in the right direction without having to redo much after the initial design.
Welcome to TF2Maps and we hope you stick around, ask your heart out about anything you need help with.
Some of the best mappers are right here at your disposal now. =)
Also, if you following the link in my signature you can download Valves maps and take a look at how they have stuff setup. It may be quite overwhelming at first though.
 

Sliipperi

L1: Registered
Jul 11, 2010
12
1
Why hello there mr. Sliipperi, If I may ask, what other maps have you created(since you have the basics down)?

I made some little CSS maps for me and my friends to play in, and then I moved onto HL2, which taught me to look at compiled maps as they were in hammer and basic entity I/Os. Then I moved onto TF2 and here we are.