I Can Detail Your Maps

Discussion in 'Mapping Questions & Discussion' started by ades, Apr 21, 2015.

  1. ades

    ades L4: Comfortable Member

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    so recently I discovered I don't have the patience to design my own map, but I did find I can detail them for hours on end so with that being said...

    anyone who has a map that is ready to detail but is unable to detail/ doesn't want to detail, tell me here, the first person to ask will be the person I will help first (I don't want to have to be stuck in multiple projects)

    all I ask for is partial credit of the map
     
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  2. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Pretty much no one has the patience to go head-first into map-making when they first start out (aka 7 maps in, I'm still in the process!). I would highly recommend you give yourself a bit of time to build up patience for mapping. Once you get the workflow done, I find it to be quite soothing, and it comes with a sense of pride and ownership (up until the first playtest, that is :) ). And by practicing the things that come with normal map-making, an understanding of the brushwork and entities required for great detailing comes naturally.

    Your work so far has been great, so don't lose confidence, and iterate, iterate, iterate!
     
    Last edited: Apr 21, 2015
  3. ades

    ades L4: Comfortable Member

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    ive been mapping for a year so far 2 maps 1 of which dident get past a1
     
  4. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    "Nothing in this world can take the place of persistence. Talent will not: nothing is more common than unsuccessful men with talent. Genius will not; unrewarded genius is almost a proverb. Education will not: the world is full of educated derelicts. Persistence and determination alone are omnipotent."

    Calvin Coolidge

    [​IMG]

    But seriously, if you learn to build on the past, you can only go higher, can you, m8?

    And don't really worry about how many maps you make, more that you continue to learn from your past and the critique/work of others.
     
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    Last edited: Apr 21, 2015
  5. HQDefault

    HQDefault L12: Fabulous Member

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    You're seriously misunderstanding this

    He gets bored with his projects. He doesn't give up on them.
    The only thing that he can do related to mapping without getting bored with the project and walking away from it is detailing. And I've seen his detailing work, he's really good!

    Also, do you know HOW MANY TIMES HE DID TRY? I swear, every week he starts a new project, and by the next, he doesn't even acknowledged the last one existed! He's not gonna keep working on maps all by himself, this is the only thing that he's really comfortable with.
     
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  6. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    Understood. I'm truly sorry about that... I made presumptions about you that weren't founded in truth, and I supposed that pretty much the only work you had really done in Hammer was what was in your thread history.

    If you want me to delete all of the comments above so that this thread can better do what it was meant to do, I'd be more than happy to.
     
    Last edited: Apr 21, 2015
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Here's the thing. A lot of people are just like you; they would much rather detail a map than put in the effort to develop it. But detailing, just like layout iteration, lighting, and optimization, is only a part of the mapping process, and being picky with it is going to limit your options.

    That being said, I'm not going to convince you to learn the rest of mapping process if you don't want to. I will, however, tell you that you shouldn't count on people tossing beta maps into your lap just because you can't do anything else. Go out there and ask around for collaborations! Explore the orphaned maps repository! Show off your skills in the detailing contests, or make SFM maps! You may only be good at one thing, but that doesn't mean you should sit around and wait for opportunity to come knocking.
     
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  8. Another Bad Pun

    Server Staff Another Bad Pun bap

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    I can also detail maps
     
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  9. HQDefault

    HQDefault L12: Fabulous Member

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    I'm with this guy
    (However, he's probably still gonna work on beta maps to help people out, but the other stuff is cool, too)
     
    Last edited: Apr 22, 2015
  10. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    And personaly i dont think that is bad. A map requires multiple expertises to become good.
    • You need a good gameplay designer. One that is capable of creating interesting concepts and has a good feeling for balance. This for example would have been designing payload, MvM, SD or Mannpower. He can design concepts that are interesting. In single player he would set the base line for the story and give the player a task that fits well.
    • You need a map builder. Gameplay is less interesting, but at least this person would be responsible for making it all connect smoothly. This one creates areas that can perform the task. Its often heavily underrated by public players yet without a person with this knowledge you wouldnt get gameplay past cp_wolf (which is acceptable as long as the players are intelligent - but players often simply are not smart enough to take the alternative path that is out of their view).
    • You need someone to detail. A good gameplay designer might not be able to make something look decent. Or they make thigns that arent allways logical. By having a good base and idea they can often create very nice designs for areas.
    • You need someone to playtest. Again a skill on its own. A good playtester is very well capable of detecting balance issues, or issues in the flow or fun. Although many do a public playtest of the 30 people there only might be 4 people that know how to give feedback.
    • In Single player or COOP you need players that are good at designing the missions itself. It goes together with the gameplay designer except this person balances the chalenge and lays focus points. For example in HL2EP1 at the citadel. The gameplay designer sets the core area as idea, he sets the chalenge to perform, but the exact method of how to navigate and when/where enemies attack, and which is something he can still ignore. In MvM this would be making the missions itself. It doesnt require mapping knowledge other than just knowing how to connect events.
    Where in tf2 not all are needed and many do mixed things it still shows where people can get stuck at. So someone who can detail well surely would like to detail someone elses map. Rather than creating something that works poorly and detail that.
    To me the 2 skillset contest type would be quite ideal. Except where the last time the voting results were both at the end, the voting should have been finished and the results released before phase 2 would even start. This sets clear which maps have a good base and allow detailers to ensure they detail a good map.

    As recommendation i would start asking the 2skillset contenders if you can still finish their maps in detailing. Especialy since those mappers already accepted that to happen when taking part (for that matter i for example would accept someone to detail intercept - even though after detailing is finished i might have to recheck all the entity work).
     
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  11. Muddy

    Server Staff Muddy Muddy

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    If you're going to offer your services, at least provide some examples of work you've done in the past.
     
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  12. HQDefault

    HQDefault L12: Fabulous Member

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    There isn't too much recorded stuff... but...
    [​IMG]
    I did give him mineworks to practice his detailing on, and I was taken back by what he had done in the FIRST stage of artpass!

    Unfortunately, there was a file error that prevented compiles... so... meh
     
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  13. Muddy

    Server Staff Muddy Muddy

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    That actually looks pretty good! But it's just good practice to include examples of your work when advertising it.
     
  14. ades

    ades L4: Comfortable Member

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    it was a WIP so it was going to be even better just keep that in mind that it was only 60% done
     
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