Combatting Mapper's Block

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
I agree with starting with the theme too. I think a good map should have some kind of gimmick... something to set it apart from other maps. Usually it can be an original theme, or some interesting set piece or something. But it needs to have substance and purpose, with gameplay to support it.
 

littlewilly91

L1: Registered
Sep 2, 2008
10
0
Just think of places you've been where the shape of the ground/buildings and landscape caught your eye and try and build on that. Fairly compact places obviously. And think of the kind of flanking stunts you want to pull etc, and once you've got a decent arena for the shooting, go ahead and use your modelling skills to make it pretty. If your really stuck maybe you'd be best off working in tandem with a level designer, and you could just happily fashion what is needed into existence with ur mad skillz.
 

Altaco

L420: High Member
Jul 3, 2008
484
120
I usually take a big piece of paper, draw a control point in the middle, and go from there.

For payload I draw a squiggly line.
 

ghouly

L1: Registered
May 12, 2009
24
6
I'm having the same issue as yourself. However, I am just beginning the mapping game. So, my first idea failed miserably after finding out that not making your map correctly = 12 hours of compile time.

If you understand what you want, sketch out 10 ~ 20 very rough ideas for a layout (top-down). When you're done, cross out the ones you dislike, and keep 5 or so. Then refine those 5 until you have 2 you like, and continue until you've figure out something. This is the method that most graphic designers use when creating logos for companies. It allows the maximum amount of creativity to be poured out while retaining the most important ideas.

The same can be done with multiple aspects; coloration, themes, gameplay type... etc.

Good luck!
 

jpr

aa
Feb 1, 2009
1,094
1,085
I try to think of something that hasn't been done before. That way I won't feel that my map is just a cheap copy of another map, for example, I woulkd never make a 4-Cp payload map, because there already is one. Sometimes, while mapping, if I feel uninspired, I take a look at two of my favourite tf2 maps, hydro and goldrush, and they usually give me a lot of ideas. I won't copy anything from them however, I try to make everything myself, like, if I need a satellite dish, I won't just copypaste the hydro one, but make one myself.
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Having never made a complete map in TF2, I can't really speak from professional experience, but I rarely find myself at a loss for ideas. I mainly use Sketchup and I think up a room, and then try to keep adding interesting rooms onto that.
 

HoundDawg

L1: Registered
Dec 18, 2007
48
2
I try to think of something that hasn't been done before. That way I won't feel that my map is just a cheap copy of another map, for example, I woulkd never make a 4-Cp payload map, because there already is one. Sometimes, while mapping, if I feel uninspired, I take a look at two of my favourite tf2 maps, hydro and goldrush, and they usually give me a lot of ideas. I won't copy anything from them however, I try to make everything myself, like, if I need a satellite dish, I won't just copypaste the hydro one, but make one myself.
Wow, you really restrict yourself. Just make sure you get your map out from idea to release within a week, or your idea may not be so unique anymore. Actually, you're so restrictive that you are down to the gameplay style (e.g. 4-CP). Good luck man.

When the melee only gameplay style surfaced, there really only was a simple map called King of the Ring (or something along that line), which required a sv_cheats method. Well, I set out to take that concept and make it better, without sv_cheats, and cp_meleebarn was born. Valve didn't like it much, so they killed it with the medic update.

Still, I don't see any problem with attempting to make a gameplay concept better or different.

Anyway, if I get stuck mapping, I start playing more and also looking at other maps, running through them, etc...
 

Shaar

L3: Junior Member<BR>toboruin
Aug 7, 2008
231
206
If found that working with someone aids with getting a map released. I have a huge tendancy to just leave a map half finished in the alpha format. however, since I've been working on cp_caldera with nipet, I've just been motivated to finish the map. plus, even if you seem to lack ideas, the other co-worker will have an idea, I mean stage two. It was a complete dead zone for me, I had no ideas for it. however, nipet was able to produce something visually amazing and an awesome stage. plus, this has also motivated me to want to finish this map because I'd feel shit guily if I were to suddenly drop it after so much has been done.

as well as this, having a community to help suggest ideas for the map (E.g. a friendly clan) this will help, especally if you wanna focus the gameplay for competative.

if I want more motivation, I just look at other custom maps, as well as valve maps and think "Whao that looks stunning".
 

kwagner

L2: Junior Member
Feb 28, 2009
92
6
I suspect there are many different styles/methods of inspiring yourself to work on a map.

For me, I seem to start with a single item or idea. Then I think up a theme that item or idea fits into. And that theme is what is currently urging me on to build.