Mappers Block - what to do when you have it

Oct 6, 2008
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Hey All!

I'd like to ask you all - what you personally do to solve Mapper's Block. You want to create something but you just can't seem to get motivated to do anything and then there's also the side of it where you have a lot of ideas but nothing seems to gel.

Right now I have a lot of good ideas for a space based payload map that I'm working on but I can't seem to bring them all together - example:

1] A Bio-Dome fight
2] Reactor Core Fianl Battle
3] Possible Cave
4] Possible exterior
5] Lab
6] Connecting tunnels
7] A bunch of new stuff I'm testing out in terms of game play

What do you guys do to get you out of this funk?
 

Muddy

Muddy
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Sep 5, 2014
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Step 1. Sleep on it
Step 2. Repeat step 1 until mapper's block is cured

In all seriousness, when I can't get anything done, I try to plan ahead. And by "plan ahead" I mean "get a notepad, throw ideas at a wall (on your notepad) and see what sticks". Then just blag it in Hammer until you get to the bit you've been looking forward to making. After all, that's what first drafts are for - go back and fix it all later! When you're more inspired! And you don't hate yourself so much for being so utterly useless and pathetic quite so much!

Fun fact: it took me about seven tries before I came up with the current first capture point on pl_jeanette.
 
Last edited:
Apr 14, 2013
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Here's how I do it.
First I have some general idea(s), then I slowly come up with the other areas. I draw the concept in isometric and top views (when I get bored I do it. It's not like I take it very seriously. The drawings look like crap, but as long as I can understand them it's fine), and Then I have it all "mapped out" in my head.
Some times when I can't think of a part of a map, I build the rest in hammer an the solution might come up by itself!
 

hutty

aa
Mar 30, 2014
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step 1 ... create an overly detailed alpha
step 2 ... scrap it ... its crap
step 3 ... learn from mistakes and make a pure dev texture alpha
step 4 ... scrap it ... also crap
step 5 ... realize that dev textures are holding you back and begin work on an overly detailed alpha
step 6 ... repeat steps 1-5 indefinitely

and dont forget to spend hours deciding on which dev textures to use

...

although in all seriousness ... thats alot of things to fit into one map
if im running low on Ideas I usually ...
1. play tf2
2. browse the prop/texture browser
3. fly around a valve map in hammer
4. read various articles about map development (see link)
http://www.teamfortress.com/post.php?id=8124

on a side note I was also thinking of doing a bio dome payload race at some point
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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I like to take that "lot of ideas" and plan some main combat areas first, then make quick scaled-down mockups of them in hammer. That way I can group the brushes and shove them around until I get a good idea of how the connecting paths and flanks should work. Usually I find a layout that clicks after a while! Also, seeing everything in 3D helps me find what works and what doesn't before I commit to a full-scale alpha.
 

xzzy

aa
Jan 30, 2010
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Just harvest ideas until something forms in your head. Like if you're playing the game somewhere with active voice chat, whenever someone says "it would be awesome if you could.." take note of it and store it away. If you're playing on a map and have a really enjoyable fight in a specific area of an existing map, try to recreate it with your own interpretation.

Ask yourself some "what if" questions to come up with ideas to take the standard TF2 game modes and give them a unique spin. Instead of making another 5CP map with standard boxes to fight inside, do something crazy with the layout and see if inspiration hits.

It shouldn't take more than a couple hours to block out an idea in Hammer, so there's not really any big loss if it turns out it doesn't work.
 

Moonrat

nothing left
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Jul 30, 2014
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I like to think of a unique idea for my map, something different that will affect how it plays out in the game.

Canal was that fact that the main point is surrounded by a canal.
Comannications was the idea of making a smaller map for an Attack/Defense map.
Cliffhill was me trying to experiment with deathpits.
Countrytown is a in progress thing to see how the Construction Pack can be used to make unique fighting spaces.
Transition is me trying to experiment with a smooth transition from swamp forest and wooden buildings to factories and metal structures.

My recommendation is trying to find an idea that will give you the boost to finish up the rest of the map, and then testing it.
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
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I also find that thinking about mapping right before bed and early in the morning helps with conjuring up fresh ideas. Other than that, I enjoy sketching layout ideas from scratch on graph paper.
 

iiboharz

eternally tired
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Nov 5, 2014
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What I do is - I play a lot of games, watch a lot of videos, listen to a lot of music. The best way for me to get the creative flow goin' again is to consume more media.
 

Joey

L1: Registered
Nov 17, 2014
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Personally, I just go to others. What I mean by this is I talk to someone else, and be like "would you play this? Do you think this would be cool?" etc. It may be annoying for them, but for me it gives me inspiration that at least one person will play and enjoy it. After all, thats why I map. To see others enjoy something and recreate it to prolong the effect. Another thing I do is just play what I already have, because its always fun playing on a map that can only get better.
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
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http://leveldesigninspirationmachine.tumblr.com/
BAM
tumblr_mz5gd1qxeY1ro7oi2o1_500.jpg

tumblr_miquu6qRuK1qhfn2so1_500.jpg

tumblr_nbabwlSBrf1renu7bo1_500.jpg
 

Vel0city

func_fish
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Dec 6, 2014
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I wanted a dam for the Detail 2014 contest, so I started to build a dam. However it never went behind the nodraw textures since I couldn't figure out what to do next. So I started fresh form the inside of the dam (generator room n stuff). I place a model of the Heavy so I could get a sense of how big it should be and I worked from there. Result: a generator room, a huge dam, and a surrounding area.

If you can't figure something out, do something else. Heck, start up a new .vmf and place some random brushes in there, just to clean your head. It worked for me.
 
Oct 6, 2008
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Acutally - this thread is starting to help my head clear a little - After reading some of the posts I now have a reactor room (final battle sequence) sketched out(and now partially built), the Bio-dome layout, an idea for a cave and some thoughts for the exteriors - thanks guys!
 

Muddy

Muddy
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Sep 5, 2014
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Since I started mapping, I've been studying my surroundings a lot more from the perspective of a level designer. I'll look at a building and think "that texture use is interesting" or "I can see how this area could be optimised" or "at least 70% of that would be func_detail".

And then I remember why I have no friends.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
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Jan 15, 2011
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Believe it or not, staying away from the steam chat helps me be productive without distractions.
You should also take a vacation or go camping in the woods. Go to an isolated place in the country and lie down with your face in the dirt. Imo that is more inspirational than just looking it up on a computer.
 
Apr 14, 2013
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I must say I agree with Mudpie about noticing mapping stuff in real life. There are lots of real places which have bad light design, or have some strange prop placement.
Sometimes I see something that could fit really well in a map, and think "wish this was a prop/texture in Hammer"

Real places are the best influence one can get for a map, aside from other maps.