I am very interested in documenting what makes TF2 maps good or bad. In my opinion, there is much more to say and learn about this topic than what is present on this forum.
TF2 is a unique game with many game modes and nuanced class options. Let's do the math real quick:
for asymmetric maps: 9 classes x 2 teams = 18 roles that each map must balance and provide meaningful options for while being mindful of unlockable weapons and unpredictable class composition (and competitive play if the author wishes to cater to it).
There are over a dozen game modes, each with a unique layout archetype. Generic fps/multiplayer level design theory can only get you so far. There is some level design information on this forum, but it's out of the way. This was the easiest to find, yet it's not specifically for TF2. This thread has some TF2 design info, but it only mentions the absolute basics. It's as if the other side of the map-design coin just doesn't exist.
New mappers aren't given much direction in these concepts unless they ask for it. Having a subforum dedicated to non-technical discussion and questions would help newbies considerably (and probably mapping veterans to an extent). I don't know if there's an audience as interested as myself, but any quantity of map design theory information wouldn't belong in Mapping Help or General Discussion -> TF2 Talk in my opinion.
I know I can't make people do anything, especially if they're already busy. However, it's important for everyone to be knowledgeable about TF2 map design. Knowing Hammer is necessary, but it will not tell you how to direct player traffic/flow or make something original -- you'll still lack direction, just like all the new TF2 players who would benefit from real tutorials.
What do you think? Would you be interested in contributing to a subforum (or alternative format) dedicated to TF2 map design? Is there a better option? Do you think this is an issue worth addressing? Thanks for your time and feedback!
TF2 is a unique game with many game modes and nuanced class options. Let's do the math real quick:
for asymmetric maps: 9 classes x 2 teams = 18 roles that each map must balance and provide meaningful options for while being mindful of unlockable weapons and unpredictable class composition (and competitive play if the author wishes to cater to it).
There are over a dozen game modes, each with a unique layout archetype. Generic fps/multiplayer level design theory can only get you so far. There is some level design information on this forum, but it's out of the way. This was the easiest to find, yet it's not specifically for TF2. This thread has some TF2 design info, but it only mentions the absolute basics. It's as if the other side of the map-design coin just doesn't exist.
New mappers aren't given much direction in these concepts unless they ask for it. Having a subforum dedicated to non-technical discussion and questions would help newbies considerably (and probably mapping veterans to an extent). I don't know if there's an audience as interested as myself, but any quantity of map design theory information wouldn't belong in Mapping Help or General Discussion -> TF2 Talk in my opinion.
I know I can't make people do anything, especially if they're already busy. However, it's important for everyone to be knowledgeable about TF2 map design. Knowing Hammer is necessary, but it will not tell you how to direct player traffic/flow or make something original -- you'll still lack direction, just like all the new TF2 players who would benefit from real tutorials.
What do you think? Would you be interested in contributing to a subforum (or alternative format) dedicated to TF2 map design? Is there a better option? Do you think this is an issue worth addressing? Thanks for your time and feedback!
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