Map Size

NoirSuede

L2: Junior Member
Dec 22, 2012
63
9
Can i , as a newbie, use a simple box shape for my map and then fill it with stuff ? cause i was looking at valve maps and they were made out of lots of boxes.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Thats actually the perfect way to start a garbage map.

You'd benefit much more from building your map inside out, e.g start with the structure where the control point is located, then build the area around it, then go on with the next areas and so on, all while testing the map very regularly to check if it "feels" right.

You CAN of course do it however you like, but you won't learn much besides the basics from making box maps.
 

NoirSuede

L2: Junior Member
Dec 22, 2012
63
9
Thats actually the perfect way to start a garbage map.

You'd benefit much more from building your map inside out, e.g start with the structure where the control point is located, then build the area around it, then go on with the next areas and so on, all while testing the map very regularly to check if it "feels" right.

You CAN of course do it however you like, but you won't learn much besides the basics from making box maps.
I'm examining Lakeside now, but how do i connect the place where the cp is, the "buffer zone" (the area between the mid and the spawn area), and the spawn room ? it's seems confusing looking form Lakeside, especially when my map's mid is nucleus styled (mid is surrounded by 4 bridges, but there's no death pit).
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
According to your theme and setting, what would logically exist between the spawn and point? There isn't a set formula for...anything in mapping, really. It all depends on what would make sense and agree with where the map takes place, so for example you wouldn't have a mountain as the mid control point of a Granary-themed map because farmland maps are mostly flat. So just think of what would fit your theme, layout, and pacing (how quickly players arrive at the point) and add that something in.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Because everyone here does it slightly differently, I can share how I go about it.

First I design it on paper, then I make a thin flat floor, put basic walls and shapes on it. I then shape the floor to match the playing area, then I just keep working from there.

I usually finish a control point to a playable level then I expand my floor with one brush like before from that piece of map.


tl;dr floor > basic map > define floor further > detail more