HaM24/7

L1: Registered
Feb 23, 2025
3
0
I have just "finished" my first map that I want to submit to be play tested and was wondering there was a checklist/list of necessities that my map might have to be completed for my map to be considered "complete" and ready to be play tested. It's a Koth map and features all functioning spawn rooms with visualizers and filters as well as resupply cabinets. The game mode is also fully functioning and is ready to be played, but is it finished? Am I missing anything? I'm new to this whole mapmaking thing so any help is much appreciated.

Also, will the map be nitpicked apart? it's an a1 map so it's the first rendition. Is there a standard to maps that are play tested? will mine not get played because it's not up to par of some of the other maps? it's not the most optimized map; will they not play it if it's just slightly "laggy"? like I said I'm new to this all so any help is appreciated!
 

MayaMogus

Func_Stupid
Dec 9, 2023
147
85
To test if it’s functioning you can use the commands to add Bots to play it beforehand.

sv_cheats 1 and tf_bot_add [number you want] would be enough but you would also need to use nav_generate too so the bots can move

as for the feedback? it’s an a1, and as you said it’s your first map. People may be a bit rude with how they give their feedback but its import to realise that no mapper started off perfect, nor do experienced mappers always get the a1 right.
A good mapper isn’t someone who gets the map right 100% of the time, it’s one that can work with feedback and continue improving their map and skills.
 

Lawenda

L1: Registered
Oct 7, 2017
31
2
I have just "finished" my first map that I want to submit to be play tested and was wondering there was a checklist/list of necessities that my map might have to be completed for my map to be considered "complete" and ready to be play tested. It's a Koth map and features all functioning spawn rooms with visualizers and filters as well as resupply cabinets. The game mode is also fully functioning and is ready to be played, but is it finished? Am I missing anything? I'm new to this whole mapmaking thing so any help is much appreciated.

Also, will the map be nitpicked apart? it's an a1 map so it's the first rendition. Is there a standard to maps that are play tested? will mine not get played because it's not up to par of some of the other maps? it's not the most optimized map; will they not play it if it's just slightly "laggy"? like I said I'm new to this all so any help is appreciated!
from what you're saying it seems ready to be tested, make sure to add the .bsp file when posting(as opposed to .vmf), and that the lighting works, also try to check for common stuff like doors not working properly
Here are the requirements that your map needs to meet in order to be tested https://tf2maps.net/pages/map-testing/ , if it meets them all then yeah you can test.
As to whether there is a standard, people sometimes do vote to play the next map earlier if they don't like them, sometimes people can be rude but it's discouraged, you can include a note saying that it's your first map by using "notes" while adding to the bot(this also allows you to specify which area of the game/map do you need feedback for the most).
1740650979577.png
 

nesman

master of fast travel
aa
Jun 27, 2016
1,551
1,374


Two very important reads. Playing with bots won't show all the flaws, but in MY opinion playing with bots can let you as the mapper see some basic issues before subjecting 24 people to the map. I have done that several times and realized I do not like how a flank, balcony, area, whatever worked. It would be helpful if you could post a screenshot or two here so we can also give you some armchair advice.
 

HaM24/7

L1: Registered
Feb 23, 2025
3
0


Two very important reads. Playing with bots won't show all the flaws, but in MY opinion playing with bots can let you as the mapper see some basic issues before subjecting 24 people to the map. I have done that several times and realized I do not like how a flank, balcony, area, whatever worked. It would be helpful if you could post a screenshot or two here so we can also give you some armchair advice.
Sure! here are some screenshots of the map.
 

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nesman

master of fast travel
aa
Jun 27, 2016
1,551
1,374
Hey that looks like a pretty decent start!

Few things I noticed.
It looks like you have a gap here, this indicated you may have been working off grid and have leaks. This is a problem.
1740699001535.png


You have some alarming sightlines. It's not a bad thing to have sightlines in your map, but you need proper cover and alternate routes to flank the snipers.
1740699070111.png


It looks like you've made a rectangle for a map. This is usually limiting for you and unintentionally makes more sightlines.
1740699118139.jpeg

Now compare this to something in the game.
1740699176392.png

See how the areas are built away from being a square/rectangle?

Here's more evidence of that.
1740699247518.jpeg

This door for one could be wider. You want to consider classes and how they interact with splash damage from demos or soldiers. You can also expand the room to the left so it's not a flat line.
 

HaM24/7

L1: Registered
Feb 23, 2025
3
0
Hey that looks like a pretty decent start!

Few things I noticed.
It looks like you have a gap here, this indicated you may have been working off grid and have leaks. This is a problem.
1740699001535.png


You have some alarming sightlines. It's not a bad thing to have sightlines in your map, but you need proper cover and alternate routes to flank the snipers.
1740699070111.png


It looks like you've made a rectangle for a map. This is usually limiting for you and unintentionally makes more sightlines.
1740699118139.jpeg

Now compare this to something in the game.
1740699176392.png

See how the areas are built away from being a square/rectangle?

Here's more evidence of that.
1740699247518.jpeg

This door for one could be wider. You want to consider classes and how they interact with splash damage from demos or soldiers. You can also expand the room to the left so it's not a flat line.
All of this advice is super helpful, I've not seen a YouTube video cover these topics so it's good to have a diagnosis from a professional. Iv let your advice sink in for about a day so I can make a gameplan to fix these issues (witch where very apparent after I played with bots as you mentioned) but am quite new and am not sure how to go about fixing these issues and naturally this only gives me more questions. Is this fixable? Would it be easier just to start over? What do I do now? Not asking for an entire map design but just some rules of thumb or simple ideas that could help me out. Anything helps, and if you don't want to, I understand that as well!