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StormBlink

L1: Registered
Mar 6, 2013
4
4
Hi, I am just starting out and looking at the tutorials before I get my time on the main PC (Sisters always claim it since they return from school 15 minutes before me, So I have to wait until all 3 have been on to get on.) and I wanted to try learning how to make maps over my Spring break.

I have an Interesting Concept for a 5CP map that takes place in a factory and I was pondering some questions that someone with more experience can probably answer.

1: What map can I look at for an example? All I know to look at is Foundry, but other examples you can provide would be great.

2: Team based? Or Colour Neutral? My map is more of something that both teams would use, But are fighting because something is limited. (Don't really want to spoil what the big theme of the map is). I might add some subtle things, like the props and arrows of the team color would be on there end of the map, But I want to know if it will hurt the map if I use something neutral for a color scheme?

3: How acceptable are Thin pathways? I have an idea in my map where you can climb up and access iron beams above the middle control point of the map to get to the other side or fire down on enemies from above. I will probably make it so the the Control point will have a small roof to protect it from rocket and Sticky spam, but are these okay for classes to run across and drop down from above to scare the other class or avoid fire?

4: Weird Symmetry? The map will obviously be symmetrical so that it is fair for both teams, But I was wondering if I can make what it is different? Say that somewhere RED has a train cart sitting on a track while BLU would have a stack of boxes of equal size, width and height as the Train Cart? RED walks out of a room they broke into while BLU arrives in a Garage from Stolen Delivery Trucks?
They would both have different props and look different, But they are the same size with equal size doors that would open the exact same way. Only the look is different. Would it just mess people up and make them bitch about being lost?

5: Custom Props? There are some props that would be great for this, But I just quit the Modeling scene as Blender doesn't work on either PC or my Laptop. (I am getting a really good computer for my Grade 12 Graduation, so maybe that would change things.) I am wondering what I would need to do/pay to get a prop for the map?

I may have more questions later on, But I would like some general advice from the experts and veterans here.
 
Oct 6, 2008
1,947
445
Thin pathways can hinder spies they can bump into opposing players revealing their positions - give them something to hide behind or in or give them areas to manouver around.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
2: Team based? Or Colour Neutral? My map is more of something that both teams would use, But are fighting because something is limited. (Don't really want to spoil what the big theme of the map is). I might add some subtle things, like the props and arrows of the team color would be on there end of the map, But I want to know if it will hurt the map if I use something neutral for a color scheme?
I generally wouldn't recommend a purely neutral scheme; the only map I know of that does that (besides arena maps) is Sawmill, and it suffers for it. Nucleus takes place in a single facility but has red and blue theming on its respective sides anyway. Obviously you should try to keep the use of building materials consistent throughout the building, so no using wood on RED's side and metal on BLU's for instance, but a little paint goes a long way.

4: Weird Symmetry? The map will obviously be symmetrical so that it is fair for both teams, But I was wondering if I can make what it is different? Say that somewhere RED has a train cart sitting on a track while BLU would have a stack of boxes of equal size, width and height as the Train Cart? RED walks out of a room they broke into while BLU arrives in a Garage from Stolen Delivery Trucks?
They would both have different props and look different, But they are the same size with equal size doors that would open the exact same way. Only the look is different. Would it just mess people up and make them bitch about being lost?
I don't know how far you planned to go with it, but this is actually quite common, especially for anything that's outside the field of play (behind windows, fences, or clip brushes). Granary, Well, 2fort, and Double Cross are all good examples of this. If anything, community mappers tend not to go far enough with it.

5: Custom Props? There are some props that would be great for this, But I just quit the Modeling scene as Blender doesn't work on either PC or my Laptop. (I am getting a really good computer for my Grade 12 Graduation, so maybe that would change things.) I am wondering what I would need to do/pay to get a prop for the map?
We have a request forum for that. It's already common practice to build maps as blocked out with dev textures and going through several tests and iterations before moving on to doing any real detailing, so it's best to wait until you've gotten to that phase before asking for anything.
 

StormBlink

L1: Registered
Mar 6, 2013
4
4
Thank you guys, I appreciate the advice.

The map was being centered around an idea and trying to make something interesting. Still sketching out the plans and not wanting to make the middle look too much like Nucleus (Which is hard as it is the best map with a Control Point over a bottomless pit.)