Inspiration

Bleghfuric

L1: Registered
Jun 10, 2014
2
0
I've recently started mapping as a peasent, but can't think of a good layout for the map.

So, I have to ask you guys, what do you do to make a good layout? Do you wait for it to come to you, research, or watch movies and shows for inspiration?
 

xzzy

aa
Jan 30, 2010
815
531
Decide on the game mode you want to try out, then try to do something unique with those objectives. Like draw a weird CP layout for a 5CP map, or a unique path for a payload cart. Then start blocking it out in Hammer and see where it takes you.

Don't forget koth, it's a good "my first map" game mode. Dream up a unique center point structure and then build a map around it.

I wouldn't even worry about theme at that point, just get it built in dev textures and see if it grows on you.
 

TheBestUsername

L4: Comfortable Member
Jun 25, 2013
151
96
Everyone approaches mapping differently, as you might imagine. My approach is to dream up a very rough idea of what the layout of the focal point will be (that would be the control point in KoTH, the final checkpoint in Payload, etc.). Then I just build radially outwards. First I like to adventurously try out whatever pops into my head; then, if I feel my idea has potential, I'll refine it into its finished state.

Because of the way I map, I actually build the spawnrooms last; doing things that way gives me the freedom to find out the best routes to let players take before I've actually built them. I also think very carefully about giving every class many different ways to use the environment to their advantage, not just by encouraging them to do things the way I want them to, but by giving them a playground that gives them the freedom to discover their own way to play.

All that is just my own philosophy on mapping, though. You don't know what it is yet, but you'll discover your own way of doing things if you take the time to learn.
 

ProselyteCanti

L2: Junior Member
Mar 27, 2014
91
10
I usually just build it as I go. Actually that's probably not good advice because most of my maps are shitastic. I hear most people say that they sketch/plan it out/ect.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
alternatively, you can do what i did and make one shit layout and bang your head against it until it's not shit anymore. only takes 2-3 years or so
Dont instantly open hammer :p Make drawings first.

Drawing might be inaccurate but is able to give more ideas on what you want in the map and how you potentialy could connect them.

Once you have a good idea dont start building it yet, give it some rest. I had some ideas before that once i did actualy think about it didnt realy make sense and would be a hell to make. By simply waiting you will still think of the map and improve it to a point you cant realy get more ideas.
Just think of problems like sightlines, height variety (which you cant decently draw), balance problems, complex areas (which you should avoid). Think of what an brainless person would do if playing the map (follow straight lines. dont look around corners - that means over 90 degree corners - for other paths). Try to get the map to a simple yet interesting shape.
If you are unsure of an idea (if its possible in hammer) try it out first, but only that part and dont make it realy detailed... keep it to experimenting only.

Once your idea phase gets truly stuck start mapping, you got a good blueprint of the map which in your mind already survived the theory test and should have solved most issues.

Intercept was thought about 4 months before i even started mapping, just to solve the issue of giving it a nice shape, well thought out options and so on. In the meantime i simply did have some drawings to be sure im not forgetting things and notice other issues. And even with that thinking the map ended up about 70% diffirent than the drawings, but its key parts to prevent issues remained.

In tf2 i only made a few bad maps (because i didnt realy think and just started mapping - for example checkmate, invasion, donut and ramparts) but the ones i did plan, ended up quite good (skullcove and intercept)