- Jan 6, 2014
- 52
- 10
What are your essential priorities in your A1 maps? What are the things you're only trying to get done, throwing everything else off to later versions? What things do try to not even touch with that first A1?
I'm assuming the following(?):
How do you know when you're putting in too much detail that should be saved for later?
If possible...perhaps share your personal philosophy behind this stage of mapping. It'd be cool to learn the various mentalities of TF2 mappers regarding this early stage of their work.
Thanks!
I'm assuming the following(?):
- Game logic
- Spawnrooms (lockers, spawns, etc)
- Necessary game mode props (capture points, bomb-carts)
- Basic geometry
- Very basic light (or, are you good with A1 being fullbright?)
How do you know when you're putting in too much detail that should be saved for later?
If possible...perhaps share your personal philosophy behind this stage of mapping. It'd be cool to learn the various mentalities of TF2 mappers regarding this early stage of their work.
Thanks!