As taken from this thread; http://forums.tf2maps.net/showthread.php?p=42253
While we'll do our best to organize everything, I ask that you take time to read through this thread so we can get as few repeat questions as possible. There is currently no limit per person, and no closing time for the thread, so get'm in while you can.
Edit 1: Here's what I've put together as of page 4. Big thanks to everyone who contributed! We'll be sending this along shortly.
Edit 2: Revised as of page 6. I think we're close to if not on the final draft.
Here is what our community has come up w/ so far. We weren’t sure if this is something we should be sharing on the Steam SDK forum, so right now these inquiries are only from our group.
Your mapping process
The most common thing that people want to know about is your development process. If that’s something you can share, we would like to understand exactly what happens when you are designing a map from the ground up.
Is it possible to simplify this development process into bullet points for general reference?
How many people are usually working on 1 map?
How closely do you work w/ the people doing textures and models? And what program do they mainly use for TF2 artwork, and specifically textures?
What compile settings do you use for your maps? i.e. soft shadows, hdr, etc.
What means does Valve utilize to test maps for balance? i.e. How do you figure out the number of seconds to adjust respawn time when a cp is taken?
Can we see developer-level paintovers of more of your maps, a la the beta Hydro + paintover present in one of your powerpoints?
When do you determine a map is finished? Unlike the rest of us, VALVe is able to update maps if an issue occurs. How helpful is this when deciding if a project is done or not?
General Inquiries
Which of the current maps was most challenging to develop?
What kind of alternatives were considered to the Alpine environment?
Is it common for level design ideas and layouts to get traded in between different game development teams during the design process? IE: A design idea that turned out not to work so well for Episode 2 having made it's way into Team Fortress or Portal.
Since most displacements are natural cliffs, can you tell us how you created the satellite dish in Hydro?
Do you have a favorite game type that you enjoy mapping for or playing?
How have the ways the community received your maps fulfilled your expectations? How have they surprised you?
What do you think is the coolest idea you've come up with while mapping, and did it end up in the final version?
You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and game type if it met your standards for quality?
On behalf of everyone at TF2Maps.net, thank you again for taking time to speak with the community. Everyone here really wants to know how the pros do it, so having some of our questions answered really means a lot us. Sincerely, name.
While we'll do our best to organize everything, I ask that you take time to read through this thread so we can get as few repeat questions as possible. There is currently no limit per person, and no closing time for the thread, so get'm in while you can.
Edit 1: Here's what I've put together as of page 4. Big thanks to everyone who contributed! We'll be sending this along shortly.
Edit 2: Revised as of page 6. I think we're close to if not on the final draft.
Here is what our community has come up w/ so far. We weren’t sure if this is something we should be sharing on the Steam SDK forum, so right now these inquiries are only from our group.
Your mapping process
The most common thing that people want to know about is your development process. If that’s something you can share, we would like to understand exactly what happens when you are designing a map from the ground up.
Is it possible to simplify this development process into bullet points for general reference?
How many people are usually working on 1 map?
How closely do you work w/ the people doing textures and models? And what program do they mainly use for TF2 artwork, and specifically textures?
What compile settings do you use for your maps? i.e. soft shadows, hdr, etc.
What means does Valve utilize to test maps for balance? i.e. How do you figure out the number of seconds to adjust respawn time when a cp is taken?
Can we see developer-level paintovers of more of your maps, a la the beta Hydro + paintover present in one of your powerpoints?
When do you determine a map is finished? Unlike the rest of us, VALVe is able to update maps if an issue occurs. How helpful is this when deciding if a project is done or not?
General Inquiries
Which of the current maps was most challenging to develop?
What kind of alternatives were considered to the Alpine environment?
Is it common for level design ideas and layouts to get traded in between different game development teams during the design process? IE: A design idea that turned out not to work so well for Episode 2 having made it's way into Team Fortress or Portal.
Since most displacements are natural cliffs, can you tell us how you created the satellite dish in Hydro?
Do you have a favorite game type that you enjoy mapping for or playing?
How have the ways the community received your maps fulfilled your expectations? How have they surprised you?
What do you think is the coolest idea you've come up with while mapping, and did it end up in the final version?
You have shown that you are willing to also include maps with more experimental gametypes like cp_steel in your community map pack. How far would you be willing to take this? Would you include a map with a new prefix and game type if it met your standards for quality?
On behalf of everyone at TF2Maps.net, thank you again for taking time to speak with the community. Everyone here really wants to know how the pros do it, so having some of our questions answered really means a lot us. Sincerely, name.
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