- Aug 13, 2011
- 65
- 13
Taking part in the 72 hour mapping contest reminded me that I find starting a map from scratch extremely difficult :blushing:. I work faster if I already have something there to change, at least I think it is that way.
What do you do / recommend doing when starting an entirely new map? Like:
-What does your paper layout show, and what doesn't it show? Do you include precise measurements or more vague ones? Do you make multiple papers?
-Do you include models into the first minutes of mapping or is it entirely brush-orientated? I'm less talking about placing the occasional CP-plate or info_player_teamspawn by ABS for scale; I mean models placed in an early stage of the mapping to stay there. Same question goes for displacements, as i find them very tedious to shape.
-Do you include detail while the map is not yet playable?
-How do you optimize as you go?
-Do you prefer to have the map playable first and foremost or do you make more or less finished areas, to make a more finished looking a1 for the map's first gameday?
:cool1:
What do you do / recommend doing when starting an entirely new map? Like:
-What does your paper layout show, and what doesn't it show? Do you include precise measurements or more vague ones? Do you make multiple papers?
-Do you include models into the first minutes of mapping or is it entirely brush-orientated? I'm less talking about placing the occasional CP-plate or info_player_teamspawn by ABS for scale; I mean models placed in an early stage of the mapping to stay there. Same question goes for displacements, as i find them very tedious to shape.
-Do you include detail while the map is not yet playable?
-How do you optimize as you go?
-Do you prefer to have the map playable first and foremost or do you make more or less finished areas, to make a more finished looking a1 for the map's first gameday?
:cool1:
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