Building the "Ultimate starters guide to mapping" Compilation. Looking for Guides.

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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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Hey guys,

So if you haven't been following the "where are you going tf2maps? thread, this may be a bit confusing. But I will explain.

Through the process of the thread, I have come up the idea with creating an easy to use, understandable and helpful compilation of guides for newbie mappers to use and refer to if they want to start making a map. We have all seen people post maps they have been fullbright, bad respawn rooms, leaks, etc. Most of the time, people in the community seem to be a bit harsh towards the new mapper and sort of turn them off to mapping. I want to try and change that.

I propose to create a pdf file, and accompany video file(s), of guides, screenshots, tutorials, etc, for newbie (and maybe even older mappers) to use and refer to when they are jumping into the world of mapping.

I don't have specific topics yet, but I would like to see some guides for Basic interface, how to make brushes and texture them, how to place entities and props. Then some other stuff, like optimization, design theory(?), etc. Even how to make cubemaps! Hell, even a nice reference chart with information like, player height, how deep the water needs to be to extinguish you (standing and crouched). Stuff like that.

If there isn't a guide for something, make one, it doesn't need to be long, just something that is simple, understandable and to the point.

Another important thing is that I would like for other people of the community to look at these guides that people will (hopefully) submit, and comment on them, saying where things might be too confusing, or stuff that could be reworded.

This is something that I would really like to see. And yes, I know engineer has something like this, and DJive put something up, and they are linked together, and they are good. But this is something that someone can Download, read and watch where ever they want to.

Thanks in advance for peoples help, and if you want to help (in either making the PDF, editing/proofreading guides, etc) please, feel free to help.

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Here is what I'm thinking for the "Your first TF2 map" guide:
BASICS:
*Interface/Terminology (Like "void")/hotkeys
-Want to mention how to save now.
-mention staying on grid during hotkeys

*Brushes

*Rooms - mention sealing it, explain leaks later

*Textureing (mention face texturing/alignment)

*Basic entities (what are they)
-Spawns/filters (Light?)

*Adding Props (static)
-Making the respawn locker
-HP/Ammo kits
-Light

*Tool brushes (triggers, respawnroom example?)
-Finish respawn room
-skybox texture

*The little things
-changing sky's
-skybox entities
(more?)

*Pre-compiling
-Pointfile (checking for leaks)
>>>Mention leaks
-interlopers checker reference
-alt+p

*Compiling
**FAQ + proper "techniques" (i.e texture only visible faces. Carving, etc)

More advanced things, gametype creation (ABSPack would be mentioned after this), detail things, prop_dynamic would be tossed into the payload/race creation guide....
 
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ardysqrrl

L4: Comfortable Member
Oct 26, 2009
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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What would you be sceptical of? The success of the project?

The success lies within the rest of the community to help gather the best guides or to write/rewrite them.

Also, that scaling list would be great. Thanks.

This weekend I'll be looking at the "My first map" Guide on the VDC and will Start working on a replacement one, more tf2 based.
 

Huckle

L3: Member
May 31, 2010
149
101
If you want the player height / walk speed / jump height and other stuff, just go to the mapper's reference. For the starting tutorial I'd probably include the spawn room as well as including a door tutorial and then ABS gametype pack. That should basically be enough entities to get a map going.
 

Ravidge

Grand Vizier
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May 14, 2008
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If I wanted to write an article for this right now, I wouldn't have any idea what kind of style of writing you're after. What formatting to use, if images are better than text, or if I make a text guide with video elements.

You've given no examples, no style guidelines or suchlike.
Are people supposed to sign up for this project? Are people working in groups on articles? Who is keeping track of what has been written, and what is being written right now? Is there a list of articles that needs to be written, what articles are already written and can be found on the site?
Is someone taking care of the overall order of "chapters"? How can you make sure people aren't using techniques or tools before they've been explained properly, and who is reading it all to make sure the clip tool isn't explained 19 times through the course of all articles? How will you deal with continuity of writing styles and language between authors?
And these are just the questions I have now.

... Welcome to the world of "project lead" Fr0Z3N.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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*grumble grumble grumble*

I was going to start off things myself by writing a "My first map" guide for tf2 maps. And post that, and then let other writers/members submit their guides for other things, like scaling. I am hoping that as people submit their guides, other players (along with myself) would comment and say "this is too wordy or complex" or "this is alright," feedback of that nature. For a final order, I was going to come up with one, but I know that it would be wrong, so again, I'd toss it out to community to give feedback on.

I hope to, assuming I don't sick, or have some massive load of work to do this weekend, to have the "My first map guide" for tf2 draft 1 by the end of the weekend.

Maybe I'm in over my head, maybe I'll write this guide, find that no one likes it and give up. But I really think that this can be something really helpful for players who want to start mapping and since no one else has come forward to do it like this, I will.


EDIT: when I do write this, I will either during it, or at the end, mention about blocking out in nodraw, and texturing only visable faces. Thnking back, I guess I should've made a thread instead for "I'm writing a 'my first map guide' what should I include?"
 
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REEJ

L420: High Member
Aug 26, 2010
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make sure to include:
"why is my map compiling for hours and didn't finish yet"
there's a couple of these weekly
 

tyler

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Sep 11, 2013
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I want to proofread everything. You guys drive me nuts with your spelling and grammar mistakes.

"sceptical"

Don't your browsers spell check? D:
 

tyler

aa
Sep 11, 2013
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Gross

Anyway that is not the only thing or the worst thing

And I don't care how cool you might think it is to use antiquated spellings of things; when you write guides, you want to use well known spellings so that people don't think it's unprofessional.
 

tyler

aa
Sep 11, 2013
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I'm not saying you won't, just that I'd like to help proofread if that's alright.
 

Duke Silas

L1: Registered
Jan 29, 2011
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....what formatting to use, if images are better than text, or if I make a text guide with video elements...

You've given no examples, no style guidelines or suchlike.

... Welcome to the world of "project lead"
There are some good points here. The formatting is crucial to a good tecnical document (that's what it will be after all). What font, font size, page border etc needs to be considered in order to maintain a standard theme throughout. This can be easily done with a document template in a word processing app (e.g. open office writer).

As Ravidge as stated, someone will be needed to project manage this to ensure things are done in the correct order. A good start would be to list the required document entries in chapter/sub-chapter. Starting with the basics & then moving on to the more advanced topics. To use a mapping analogy, you would want to create an outline/sketch, then start blocking out & finally finishing with the details & polishing up.

Proof reading is essential, not really for spelling errors (spellcheck can sort this) but mainly for grammar, technical errors & misprints. The style of articles will differ dependent upon who has written them. This would not be an issue as long as the content is correct & not too off the wall so to speak. Above all, clarity & consiseness are essential for something like this. Images are an essential accompaniment as they help convey technical concepts easier or can easily show required settings for an entity or suchlike.

Hope this helps. :)