The Process

Discussion in 'Mapping Questions & Discussion' started by LQB, May 26, 2009.

  1. LQB

    LQB L1: Registered

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    What are the steps in map creation? While I've made many maps over the course of 6 years for different games I've never finished one, and I'm convinced it's because of my construction method.

    Right now I'll split my concept up into different parts, working on one and moving on to another, rather than laying out a large, rough draft, I opt for doing it piece of by piece, adding textures, func_details, triggers, props, etc. Is this viable?

    edit: I'm having a serious case of writers block at the moment so I'm having a hard time explaining this very well, I'll add more later.
     
  2. Cold

    Cold L1: Registered

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    I usually start with an idea of something I want to make, then I wonder how I could tie it to an environment to make it thematic in appearance and gameplay. I call this my Conceptual Stage

    While I am doing this I am usually doing some 2-D pencil & paper sketches to layout everything in my mind and so I can go back to see what I have or to prevent myself from forgetting it. I will continue at this stage until I get everything on it. (If it's 5-CP I will get the basic layout for each point, etc.)

    Then I will open hammer the next time I get the chance and build a box and start transferring things from paper to hammer. I call this my Filter Stage. This is when I decide whether or not the ideas and details I had on paper were too much, irrelevant, or not enough.

    Once I have everything transferred I start working with the map at a 3-D level. This is my Building Stage. I start constructing the map at a basic architectual with all my brushes nodrawn. Once I am satisfied I can move onto the Detailing stage where I do things like smaller brushwork, doors, lighting, and textures. Some mappers prefer to save textures for later or even last but I like them as it gives me a sense of how the map will pan out thematically and it keeps me interested by the mapmaking process, I get to see my creation come to life.

    I usually do optimization work while detailing but the final stage is usually the optimizational and clean up things along with doublechecking. Then it's a full compile and playtesting it by myself trying to find any bugs or errors.
     
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  3. Mar

    Mar Banned

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    No. First thing is to take the dev textures. (type in "dev" into the texture search) and block out your map. Essential make the bare backbone of your geometry. Then you want to slowly go through it an add lights, health, ammo, player clips and the other basic geometry you need to make the map playable. Once you do this you are done with alpha1.

    Release alpha1, playtest it, then make the changes you need. Once you are completely satisfied with how the map plays then you start adding detail and release your beta version.

    But never start out with detailing since you'll find that you need to make major changes and then you'll have to scrape all that detail that you put time into.
     
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  4. LQB

    LQB L1: Registered

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    Thanks for the great advice. :thumbup:

    edit: Off-topic, but does anyone know why my Steam ID wont load properly?