Steps for the Map

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RafaMann

L1: Registered
Feb 27, 2011
10
1
Hey Guys, I was wondering about the STEPS we should take in the development of the MAP.
First we model it, then we optimize it, then the light, textures, cubemaps??

I don´t know what to do next, because I´m in the optimizing part XD.

I´m new in the Map making, so please understand I´m a Noob in this =(
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Ideally, you should be considering optimization right from the very beginning of planning stages, or there's a chance you'll end up with a layout that's unoptimizable later. Even if you only add in hint brushes/areaportals later, you should have a general idea of where those things would go while planning the map.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Right. Optimization is an ongoing process. Things like hint brushes can wait until later stages in the development process, but converting your non-visibility-blocking brushwork into func_detail entities is an essential step and should be done as soon as they're built, before you even compile.
 

RafaMann

L1: Registered
Feb 27, 2011
10
1
Thank you guys, it really help me to read those links.
I´m starting by doing the models and now I´m optimizing it.
I think I should go with the light work now.

I hope I can show you soon what I´m doing, is not exactly a TF2 map but is kind of good to learn ;)
 
Apr 13, 2009
728
309
1) Have a plan
2) Randomly lay out dev-textured brushes in hammer without following the plan
3) Scrap plan because obviously it's not going to work
4) Scrap map because it looks and plays like shit
5) Repeat steps 2 and 4 until satisfied
6) Playtest
7) Tweak
8) Add detail
9) Repeat steps 6, 7 & 8 indefinitely.
9 bis) At some point you may come to realize that your map looks and plays like shit. Go to step 4.
10) ???
11) Release !
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Test it a whole bunch and make changes and keep updating the optimization while doing that.
Slowly fill in the map and improve and refine it and keep thinking about how to change the structure to improve the optimization and gameplay.

You can add broad layers of detail as you go and as you make changes, it will add up. I'd suggest not fully detailing room by room as some do but rather go in broad sweeps and layers of art accross the map.

When artpass:
0. Dev textures, ground textures, sky, basic env light, 1 cubemap, water control, large props layout and optimization essentially done
1. Base textures
2. Detail stairs and doors
3. Adjust optimization and structure
4. Func_details and rough out of bounds areas.
5. More textures
6. Overlays and more models
7. Refine lighting
8. Fog?
9. Adjust structure for gameplay and optimization
10. MORE ART!
11. fade distances on props, mindxlevel on non colliding props?, func lod?
12. adjust lightmap scales
13. refine art so each area has clear gestalt
14. optimize
15. more cubemaps and finalize art and lighting

(optional)16. find out everytihing is wrong.
 
Last edited:

REEJ

L420: High Member
Aug 26, 2010
437
176
-start here-

1. Plan on Paper
2. Make in hammer
3. Test on gameday
4. Read highly discouraging feedback

-Go back to 1 and repeat until satisfied-