Help With Map Creation

Betelgeuse

L1: Registered
Feb 13, 2017
9
2
so, i'm having trouble creating my first map to go up on this site.
so it would be great if anyone could give me some tips on gamemode and stuff.

Thanks!
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
446
457
What most people do is they make a map with a gamemode that they like. For example, I like payload the most, so generally my maps are payload. I may attempt an attack/defend cp, another koth or a symmetrical cp one day though.

Once you've chosen a gamemode, think of things that make a map that you like, or an interesting idea of a layout or detail that you'd like to implement, or something that you'd like to improve on. An example would be a 5cp map that encourages pushing rather than holding a point.

Also just try to make a map that you think would be enjoyable, then put it up for testing, get feedback on it, change things to accommodate, and test again.

There's a whole bunch of guides online for stuff, like crash's video tutorials, but a lot of the stuff that you need to learn can really only be learnt through making maps.
 

Betelgeuse

L1: Registered
Feb 13, 2017
9
2
also, is it a good idea to make the trigger for capping a control point a cylinder?
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
Remember: Most maps look shit during the development phase. While it is possible to make it less ugly by creating interesting geometry and rough shape of buildings(i.e roofs and walls) I recommend not concentrating on it. That can be done on B1.

Just because your map is too blocky at first, that does not mean your map will be blocky in late beta. Be patient, and believe yourself. I hope I knew this when I started to map.

Try sticking it simple textures that shows the gemetry at first (alpha stage). I personally love using simple greyish colour texture to make the rough sketch of my map. Some prefer dev textures. It's really your choice but please try not to make fully textured buildings in alpha stage because you'll most likely have to change it partially or completely especially in a1.

If you think you hate the map you are working on, just find something else to do until you think you can work on it again. You heard the news about the creator of powerhouse, right?

Not all feedbacks you get from testing are useful. While 95% of them are very nice but some of them, you have to take it with a grain of salt.

Use other good maps as references. I usually decomplie the map I want to look to see how it was built using bspsource. Small things such as door width, stair height, texture variation and detail props to the crucial stuffs like gameplay space, routes and the use of space. Dont copypasta cus we'll know.

Welcome to tf2maps.net
 

Betelgeuse

L1: Registered
Feb 13, 2017
9
2
When I'm creating a light source, should I copy one from an existing map for simpleness or no? I'm guessing no.
 

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
When I'm creating a light source, should I copy one from an existing map for simpleness or no? I'm guessing no.
I would try doing it yourself, just to get the experience. Sometimes its better to do it manually.
 

[Rx.] Christian Troy

L5: Dapper Member
Jan 23, 2017
223
64
I would try doing it yourself, just to get the experience. Sometimes its better to do it manually.

Totally agree.

Half of the time using lights from other maps don't look as good because they are made to light up an area in another map rather than your map. The lights in Hammer as default (to me at least) are a much better starting point.

There is also the AAA Lighting Library which has props with default lights as well found here: https://tf2maps.net/threads/useful-lighting-library.7011/