Hey! :)

Wo33er

L1: Registered
Feb 22, 2011
4
3
Hey,

Thought I'd do the customary introduction thread. I spent the night in the Steam Chat yesterday, so a few might have noticed my name there (using my old ‘wo33erold’ account) :)

I'm a new mapper, and whilst I've done various basics tutorials and fleshed out a few tiny box rooms late Half-Life 1 / early Half Life 2 era, I've yet to do anything to detail, full scale or released.

Looking to get back into where I left off a long time ago I've looking at the various platforms, games and sites such as here.

Why Source?
As luring as UDK is, it's lack of asset support would require me to be a highly efficient modeller, and since it’d likely take me a few months to model a pencil... I’m out. I know BSP is only destined to get less love as time goes on, and I don’t doubt that the next engine step for Valve will be external model focused too. Until then though, Source welcomes me!

Why TF2?
The harder choice. I’m an avid gamer, that goes without saying, and out of all the Source franchises the majority of my time has been spent in Counter-Strike (having grown up heavily participating in the league scene). After this it’d likely go DoD, Left4Dead and then TF2 (and then Ricochet), so whilst it seems like an odd choice (or at least, I hope not too much) TF2 seemed the best fit thanks to Valve’s continual support for it, the complexity of planning needed (so much balancing to keep in mind), the clean cut visuals putting an emphasis on good design and the passionate fanbase.

Why this site?
I’ve been sourcing a lot of tutorial information from the site, as some of the best Hammer guides I’ve found are here (congratulations). The site design is fantastic, clean cut with a good navigation. The gameplay feedback system is ideal. Oh and the forums I’ve been reading from the shadows look to be well maintained, filled with constructive feedback and some heavy banter.

I’m also one of those “I’ll do it!” and shortly after quit type of people too. Hopefully getting involved in an active community and being open, honest and getting a map available for all possible criticism will fuel me to see my desire to get in gear through.

I’ve wrote a bit of an essay. I apologise for that. :blushing:
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Seems like you've really done your research.

For the starting something and quitting, i know that feeling. But its best to look at a map as little chunks. you can look ahead, but not too far, don't worry about detailing right off, stay with alpha dev textures. Set mini-goals, like "get alpha version 5 (a5) out" not "Get to beta in 2 months"... I started with that mentality, but the previous one, of looking at things in little steps really helped me early on.

Welcome to forums, hope we meet your expectations, hell, maybe ever exceded(sp) them.

-Fr0z3n
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
great intro post =)

Welcome to the community!.
 

Wo33er

L1: Registered
Feb 22, 2011
4
3
lol it's Wozzer "Wozz-er", some people, somewhere in this world, write z's that look like 3's. It's often used in graffiti and has been something that has stuck since a young age. I get asked this a lot. :(

Cheers for the warm welcome!

Jumped in at the deep end in Hammer, but ended up spending most the time changing my mind. Went for the sensible approach and hopefully after a little bit of planning I get get stuck in again.



Might be a bit of a tall order starting quite big on my first map, but I'd like to give it a shot :D
 
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Wo33er

L1: Registered
Feb 22, 2011
4
3
Ah brilliant thanks for the advice, that'll save me making duplicate images. :D
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
If you've got a good plan down, there's no reason why you shouldn't be able to do a 3 cp map for your first map. From that picture, it looks like there's only one entrance to each point, which might result in some spammy gameplay.

This is a very general rule, but it's good to have any advantage points like a sightline also have a weak point so one team doesn't just have to throw people at it until they break through.

Check out valve maps for some inspiration, but the major advantages are height, sightlines, and narrow entrances for the opposing team.

Good luck and welcome to the site!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Welcome! You seem to be well versed and I have no doubt you'll fit in well here.

If you would like, I can give you some preliminary feedback on your map. I'm not sure if this is just a rough general layout, and if it is it looks very nice! But the main problem I can see is that the map seems very small and tight. If you stretched it out a little bit, it'd also make it easier to incorporate extra paths, which would stop bottlenecks and make the map more fun. I know it's probably really early, but it may still help. A good rule which most of us try to follow is the 2.5 rule. 2 major routes, 1 minor into each point area.

I hope that gives you some help, I look forward to seeing what you come up with, because it's looking better than some already.
Love, Aly
 

jackpot

L1: Registered
Feb 23, 2011
6
0
I'm new as well, so hi! :)

I like your run down of why choosing the Source SDK, but I have to say my use is an extension of my love for originally css (and then tf2) and being creative!

I can also say I'm guilty of never planning, but then I've only had 1 full scale project which was a good learning curve!

I’m also one of those “I’ll do it!” and shortly after quit type of people

I'm guilty as charged! anyway, I'll see you around! :)
 

Wo33er

L1: Registered
Feb 22, 2011
4
3
Thanks for the great feedback already! :)

Taking what was advised in consideration I've made a few tweaks (/tried again). The simplicity of the initial design was mostly to avoid designing something I feared I couldn't complete, but it'd be silly to make something easy that'll only end up awfully dull anyway!

Initial layout plan



The jump in scale and complexity somewhat daunts me, particularly as my biggest issue currently in getting scaling in-game correct, without needing to continually tweak and test in-game. Hope it's on better grounds this time around. :)

Cheers again!

P.S. The forum rules state to put WIP projects in the WIP forum, which looks to have been purged. Is there anywhere for WIP projects now? (The 'Wip in Wip' thread perhaps?)
 

Freyja

aa
Jul 31, 2009
2,994
5,813
That looks much better, could be developed into an interesting map.

Most people, once they have something to show, like a rough first version of the map, just make a map thread in the map forum. Then as you develop, you just update that thread.