how do you guys design your maps?

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massacre master

L2: Junior Member
Feb 2, 2018
88
20
I was just wondering how you guys design your maps on paper. Do you start hammer after a rough drawing of top view, or do you decide every single measurement before using hammer?
 

Xelily

Designer of a bygone era
aa
Dec 13, 2014
269
441
I usually just get an idea and build off of it, but sometimes ill draw sections of my map and fill in the blanks to make it work (not the best method... i know im bad), here is a example:
VYpYV0r.jpg
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
917
I'll occasionally draw my layouts on paper when I'm bored or don't have enough of an idea about a layout to start in Hammer, but most of the time I can visualize my layout in my head and as such don't need to draw anything on paper. Sometimes I have an idea of a specific section of a map, but not the rest of it, so I just start building that section and mentally design the rest of the map as I build and see my idea in the 3D space. The second CP of cp_cathedral developed in my head as I was making the first CP in Hammer.
 
P

Prosciutto

i just try to make something until it looks like a good layout
 

VEssex

L2: Junior Member
May 19, 2016
76
60
I just procedurally start building in hammer, deciding on chamber after chamber while placing down temporary info_player_start entities for size reference.
 

red3pit

High on melancholy
aa
Dec 3, 2016
262
309
I go to sleep, lay on my bed for about 30 minutes trying to sleep and failing because of tons of creative thoughts I get, I get up and start sketching ideas despite the fact I have to wake up in 2 hours and after I'm done, repeat.

Works everytime
 
Jul 5, 2016
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Silver Scrublord

L1: Registered
Feb 21, 2017
7
1
I make my maps on paper, make them in hammer, give up because the layout sucks, then start again.

I really can't make layouts lol.
 

G.bo

L4: Comfortable Member
Sep 24, 2017
173
193
I also do my maps on paper, but mostly because I had a lot of time in CAD class at my disposal. My teacher was totally cool with it too, so I'm not even doing it under the radar. I usually have a name or something that I work off of, unless I have a really good idea already.

EDIT: I'm willing to post pics of sections of my rough drafts. I would post the full picture, but I'm worried somebody might be a sneaky snake and do the ol' finish-the-design-before-the-original-creator-can-build-it-in-hammer-editor, or the FTDBTOCCBIIHE.
 
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Tango

Sauce Copter Enthusiast
Jul 10, 2017
198
241
Bad advice form me but I just get frustrated before I even post my maps. Any solutions?
 

FloofCollie

I really suck!
aa
Nov 5, 2016
598
644
Bad advice form me but I just get frustrated before I even post my maps. Any solutions?
What helped me was ignoring any thoughts I had telling me "this single brush is sooo similar to [existing map]" or "these doorways are horrible and too symmetrical and exposed to sightlines", because the whole point of developing a map is that you can chop and change it. What I have right now is essentially a worse version of 2fort, but I recognize that, and I see its flaws, and now that I've got a layout (regardless of whether it's good or makes me want to give up), I can change it to make it enjoyable and unique. Such is the beauty of mapping!

It doesn't hurt to take a break from the "important" parts either, I got sick of blocking it out, so I just started working on the 3D skybox. And loading the map up and seeing rocky mountains stretch way up high really gave a sense of size and space, and showed me how it could fit into my chosen theme. It showed me that my map could work, being able to envision those dev-textured blocks as buildings amongst that mountain.

Anyway yeah, the starting period of being a mapper is often the longest and most difficult, but once you finally push past it, it's so rewarding.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
598
644
And another thing, one of my problems was that I wanted every map I made to be good. I couldn't handle having a bad first map. What you need to realize is that everyone makes bad maps when they start, and what you need to do is make something, regardless of how awful it is, as long as it's a playable map, listen to feedback and fine-tune it as much as possible, playtest it, and detail it up into a nice package. Once you have your first map, the rest falls into place in future
 

League_Heavy

L1: Registered
Jan 5, 2018
37
6
I would begin by drawing in my journal small ideas that would come in my head while brainstorming. Then i would put those ideas into my journal again as my beginning layouts for my maps. (did it today so lol.)
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
126
107
Atleast for me I just let the map build itself like I just build something with a simple idea and let the map flow how it fits and I don't try to push anything. All my maps are made with this style and I feel it gives a good creative element
 

massacre master

L2: Junior Member
Feb 2, 2018
88
20
Atleast for me I just let the map build itself like I just build something with a simple idea and let the map flow how it fits and I don't try to push anything. All my maps are made with this style and I feel it gives a good creative element

what are your most successful maps?