WiP in WiP, post your screenshots!

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I don't quite understand what you mean, could you try to explain a bit better?

I'll do my best.

The goal of a level designer is to create levels that emulate the environment set by the game. If the game you are designing for has a lot of rounded corners and ups and downs, it's going to be really weird if you make a map that is kind of flat and square corners. The square corner map might play really well, but it's not a good map for the game because it doesn't fit the environment of the rounded-circle/hilly map.

For TF2, you're emulating realistic environments. Things that we could see almost picture in the real world. I'm sure you've walked around somewhere and have gone "Huh, this would look really cool in TF2" (Just me? nevermind :c) ... thats the environment part of mapping.

Maybe that helps?
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
I'll do my best.

The goal of a level designer is to create levels that emulate the environment set by the game. If the game you are designing for has a lot of rounded corners and ups and downs, it's going to be really weird if you make a map that is kind of flat and square corners. The square corner map might play really well, but it's not a good map for the game because it doesn't fit the environment of the rounded-circle/hilly map.

For TF2, you're emulating realistic environments. Things that we could see almost picture in the real world. I'm sure you've walked around somewhere and have gone "Huh, this would look really cool in TF2" (Just me? nevermind :c) ... thats the environment part of mapping.

Maybe that helps?

I don't know about thinking X would look good within the game, but I've found myself thinking certain roofs would be annoying to clip or complaining to myself about real life sightlines.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
799
Sometimes when I walk around my university I imagine myself rocket-jumping to a higher floor in the open gathering spot of one of the buildings. It would actually make travel so much shorter.

And one time a girl held a door open for me and I said OUT LOUD "Z2". I have never face-palmed harder in my entire life.

As for mapping I often critique the floor plan of many of the buildings I walk around and see how they could actually affect gameplay in tf2, so you guys aren't alone.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
More non-map crap (and/or shameless vote plugging) from me:

lLGk6L4.jpg


http://steamcommunity.com/sharedfiles/filedetails/?id=263164232
http://steamcommunity.com/sharedfiles/filedetails/?id=263167606

Side note, but the scaling thing in SFM is really nice (the crates are scaled down so he can do the Captain Morgan thing).
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
I paid a lot more notice to the phong shading in real life after I played BioShock the first time.
 

SSX

aa
Feb 2, 2014
392
411
Anyone know how to fix the black static prop in game thing?
 

Arne

L3: Member
Nov 22, 2012
114
55
After a time of hibernation. I felt like that I would try mapping again. Despite that I'm terrible at layout, that's my opinion.
By the way. This time I'm trying to create an asymmetrical koth or possibly an A/D cp map, considering the layout.
SLXfBl0.png
 

ManBeaR

L2: Junior Member
Apr 20, 2014
78
23
After a time of hibernation. I felt like that I would try mapping again. Despite that I'm terrible at layout, that's my opinion.
By the way. This time I'm trying to create an asymmetrical koth or possibly an A/D cp map, considering the layout.

Seem very open to snipers.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Something a 'lil different. Tale of 2 skillsets phase 2 showcase preview.
7d9400d23e.jpg
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Anyone know how to fix the black static prop in game thing?

You can probably do what others suggested, but you can add and name an info_lighting close to said prop and specify the info_lighting's name in the Lighting Origin parameter of a prop like so:

90KSt.jpg