Where Do I Start?

Cap'm Drummond

L1: Registered
Apr 16, 2009
8
0
I've kind of reached an awkward point. I've got a design and I've worked out the basic 'making it work' stuff, so now all that's left is to open up Hammer and start putting together the first alpha.
Except... I'm not really sure where to start.
The map I've designed is a non-symmetrical 5CP map. It's not a typical push map like Granary or Badlands; the middle point is the only important one for winning the game.
Anyway, like I said, I don't know where to start. Should I start building the middle point first? Should I start at one spawn and work my way through? Should I make a big box to hold it all in? I just need something to work off of, you know?
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
I would check this thread out:
http://forums.tf2maps.net/showthread.php?t=4755

Dario from Valve goes into detail about his process, not a bad place to start

Eventually you'll get into a rhythm you're comfortable with, just try out a bunch of different stuff and don't worry about it being perfect right off the bat

good luck
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
If we're strictly talking base construction, go with your gut man. It's bset to start where you're most motivated, so look at your layout sketches or whatever and go with the area that you have the most vivid image of in your head. Once you get started, the work will just take over :)
 

Radenska

L2: Junior Member
Jan 31, 2008
53
18
If we're strictly talking base construction, go with your gut man. It's bset to start where you're most motivated, so look at your layout sketches or whatever and go with the area that you have the most vivid image of in your head. Once you get started, the work will just take over :)

This is a pretty nice approach, given you've looked into some basic Hammer practices (the cleaner it is now, the better when you add to it and need to test). At that point, yes I'd start with what interests you most visually or playfully. I'd also use Dario's advice of prop_static's with the class models placed around to maintain a sense of scale and imagining how classes will work as well (something I wish I considered for my first couple maps). I've found that no reference for proportions is the secret little roadblock of progress, for me at least.

Personally, I've grown accustomed to working on the central point of interest or conflict first, and then branch out. Although, that's because I've created this personal habit of not leaving enough room by starting on the boundaries/spawn points. As ABBAttoir stated previously, it's a result of working from one's own rhythm. Good luck and please post some WIP's when you feel comfortable!
 

Mar

Banned
Feb 12, 2009
607
63
What I did was think how big I want certain areas to be relative to valve's maps, then I went into decompiled version of valve's maps and took my measurements from there and made my base layout.

And use Mangycarface's guide "TF2, fast and easy".