Need help with mapping

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Crucket

L1: Registered
Sep 6, 2015
8
0
Good day everyone!

I am looking to get into the world of making TF2 maps, I have watched all of Crash's tutorial videos, but I really want to start making my first map, and I would apperciate your support on my questions which are:

-The most important is: Where can I find basic tutorials about design and how to plan my maps, I know that this question has been probably asked, but could anyone please give me the link?

-Can you please give me general tips of what I should/shouldn't do?This question is might be answered as well, I would apperciate the link(s).

-I have some concepts already and I'm curious about if they are good or not:

  • cp_underwashed: BLU's plan of building a huge research facility has been interrupted by mother nature herself: Due to recent rains the ground-water's level has seriously risen,and has flooded the construction from below, and stopped the progress, RED has grabbed the opportunity to strike at BLU while they are weak, however the lab's main structure is already done, and it contains valuable intelligence for RED.

  • ctf/koth/cp egghead the concept is really really in development (in my head-quarters), but it would be a closed lab area where BLU and RED are fighting for each others...lab? (really alpha)
I have a lot of questions still, I will post these below if they got into my mind!
I apperciate every bit of support and comment, and the links to tutorials.

Thanks you for reading and have a nice hammertime!
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Well if you're completely new to Hammer, I suggest this help guide made by Valve themselves. Keep in mind that TF2's maps are a bit larger scaled than HL2 maps due to the ability to rocket- / stickyjump so keep that in mind. Aside from that, it's a great tutorial series to start your adventure off with! They also have a section specific to TF2, so you can read up on that as well. Keep in mind, with the Ultimate Mapping Resource Pack, you don't have to build the gamemodes from scratch.

If you're more familiar with Hammer, mapping for TF2 is just a lot of trial and error. You'll have to get your map playtested, a lot. Over here on TF2maps we host a gameday every week(?) I think. It's a first come, first served principe.

Finally, I assume Crash said it in his videos as well, but be sure to download the Ultimate Mapping Resource Pack by A Boojum Snark. Almost all of the mappers on here use it and it saves you a lot of time building the gamemodes from scratch or looking for a certain prop.

And indeed, never use the Carve tool. It makes a huge mess of your map.

Your concepts sound promising. :) Can't wait to see what you put out!
 

Crucket

L1: Registered
Sep 6, 2015
8
0
Well if you're completely new to Hammer, I suggest this help guide made by Valve themselves. Keep in mind that TF2's maps are a bit larger scaled than HL2 maps due to the ability to rocket- / stickyjump so keep that in mind. Aside from that, it's a great tutorial series to start your adventure off with! They also have a section specific to TF2, so you can read up on that as well. Keep in mind, with the Ultimate Mapping Resource Pack, you don't have to build the gamemodes from scratch.

If you're more familiar with Hammer, mapping for TF2 is just a lot of trial and error. You'll have to get your map playtested, a lot. Over here on TF2maps we host a gameday every week(?) I think. It's a first come, first served principe.

Finally, I assume Crash said it in his videos as well, but be sure to download the Ultimate Mapping Resource Pack by A Boojum Snark. Almost all of the mappers on here use it and it saves you a lot of time building the gamemodes from scratch or looking for a certain prop.

And indeed, never use the Carve tool. It makes a huge mess of your map.

Your concepts sound promising. :) Can't wait to see what you put out!

Thanks Paul, I will check them out!
 

tyler

aa
Sep 11, 2013
5,102
4,621
It's a good idea to learn how the logic works before using the prefabs including in the ABS pack. If something breaks or you need to make changes, and all you've ever done is copy and paste, you won't learn anything.

Grazr wrote some great starter guides (you can see the others in his signature). You can also check the links in my signature--a couple of them are aimed at new people, a couple are aimed at more experienced people. And generally you want to be digging through the Tutorials forum or searching through it for things.

The Valve dev wiki is really good, too. And I believe soon we'll have a dedicated Tutorials section...?
 

Crucket

L1: Registered
Sep 6, 2015
8
0
It's a good idea to learn how the logic works before using the prefabs including in the ABS pack. If something breaks or you need to make changes, and all you've ever done is copy and paste, you won't learn anything.

Grazr wrote some great starter guides (you can see the others in his signature). You can also check the links in my signature--a couple of them are aimed at new people, a couple are aimed at more experienced people. And generally you want to be digging through the Tutorials forum or searching through it for things.

The Valve dev wiki is really good, too. And I believe soon we'll have a dedicated Tutorials section...?

Thanks mate,I'm impressed by all that help I'm getting! :D
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277

Crucket

L1: Registered
Sep 6, 2015
8
0
On things to avoid: http://tf2maps.net/threads/readme-1st-common-tf2-mapping-mistakes-and-how-to-fix-them.3050/

Many people will tell you that the best resource for design/layout theory is to study other maps - namely Valve maps and the established custom maps in our showcase. Playing the game, paying attention to the flow and structure of a map, and noting what you find useful as a particular class are some of the best things you can do to improve your own layouts.

I have done it on pl_thundermountain and I'm amazed and got some great ideas!Thank you!
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
(Where can I find basic tutorials about design and) how to plan my maps
I have done all my planning to just normal squared paper. Feel free to use any method you ever want; there is no wrong way to plan a map!

Can you please give me general tips of what I should/shouldn't do?
What you should do is think about official maps and how things are done in those maps. That doesnt mean that you have to copy everything but usually bad ideas just never get published.
 

Crucket

L1: Registered
Sep 6, 2015
8
0
I have done all my planning to just normal squared paper. Feel free to use any method you ever want; there is no wrong way to plan a map!


What you should do is think about official maps and how things are done in those maps. That doesnt mean that you have to copy everything but usually bad ideas just never get published.

Thanks Hyperion,your post has given me quite a confidence, I will check both Valve and your maps! :)
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Don't make a map where RED attacks and BLU defends. It's not an interesting gimmick and literally all it does is confuse players.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
This thread has links to most the good guides on this site, as well as others not on this site.
 

Crucket

L1: Registered
Sep 6, 2015
8
0
Don't make a map where RED attacks and BLU defends. It's not an interesting gimmick and literally all it does is confuse players.

It was a concept earlyer because I was afriad that the lab theme would not be the best for RED, but then I thought of mountainlab and then said OK, let's stick to the original, however thank you so much for helping me out.