the very first layout of my very first map "koth_windyvalley"

Naet

L1: Registered
Jul 4, 2019
6
0
3y9GNKLqRuI.jpg


here it is
what ya think?
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
At this point its hard to tell what your thinking - try get in the habit of sketching top down views on paper thinking about the shape of gameplay spaces. I'll try to give you the little advice I can from this though;

At a glance there's a major problem you want to nip in the bud at your first map; rooms joined by corridors is bad 90% of the time - what you want is 'rooms' joined directly to other rooms (note that a room can be indoors or outdoors - its a convenient way of thinking about gameplay spaces)

the one on the left is the kind of connections you should be looking at, rather than those on the right (this helps to avoid chokey spam traps)
upload_2019-7-5_0-33-10.png


as a second point its good that you're thinking about height to some degree, its very important, which leads nicely into my final point -

look how maps in the game do things - making spaces that look somewhat similar to spaces in 'good' maps is the perfect way to get a starting idea of what gameplay spaces are fun. Don't be too ambitious at first - stick with what's tried and tested. In terms of height, have a close look at how high profile maps vary the height in their gameplay space. (e.g., mid points tend to be somewhat raised from their surroundings with some supporting higher geometry in the vicinity)

good luck, check out UEAKCrash's tutorials on youtube, have fun, and don't get demoralised if your early maps are bad - everyone's terrible at first!
 

silverSketch

L1: Registered
Jul 4, 2019
11
2
Looks very cluttered, but I can't really tell what you're planning on the map looking like at the moment
 

Naet

L1: Registered
Jul 4, 2019
6
0
At this point its hard to tell what your thinking - try get in the habit of sketching top down views on paper thinking about the shape of gameplay spaces. I'll try to give you the little advice I can from this though;

At a glance there's a major problem you want to nip in the bud at your first map; rooms joined by corridors is bad 90% of the time - what you want is 'rooms' joined directly to other rooms (note that a room can be indoors or outdoors - its a convenient way of thinking about gameplay spaces)

the one on the left is the kind of connections you should be looking at, rather than those on the right (this helps to avoid chokey spam traps)
upload_2019-7-5_0-33-10.png


as a second point its good that you're thinking about height to some degree, its very important, which leads nicely into my final point -

look how maps in the game do things - making spaces that look somewhat similar to spaces in 'good' maps is the perfect way to get a starting idea of what gameplay spaces are fun. Don't be too ambitious at first - stick with what's tried and tested. In terms of height, have a close look at how high profile maps vary the height in their gameplay space. (e.g., mid points tend to be somewhat raised from their surroundings with some supporting higher geometry in the vicinity)

good luck, check out UEAKCrash's tutorials on youtube, have fun, and don't get demoralised if your early maps are bad - everyone's terrible at first!

well, it's not actually a rooms with corridors
it's the floating islands with the bridges, that you can always jump off for extra health or ammo underneath the map

of course there will be some walls to defend from camping snipers, demos, anybody else

it's only the top view, but soon i'm going to add the bottom part and the top part of the map, where top contains only a battlefield with small ammo and health pack, and bottom with default ammo and hp packs, with one big health and ammo pack right under the hill

oh, and i came here just because of UEAKCrash's videos

anyway, thank you for the normal reply, i'll keep that in mind