What do you think is the best gamemode for a newbie to map for?

Discussion in 'Mapping Questions & Discussion' started by FloofCollie, Apr 19, 2017.

  1. FloofCollie

    aa FloofCollie I really suck!

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    ^ title. What do gamemode do you feel is the best one to teach a newbie mapper how to make a decent map and expose them to the mechanics that have to be taken into account?

    I personally think KOTH is, as it features pretty much all staple TF2 mechanics (symmetry, Control Points and logic) and is a popular and well-balanced gamemode and is easy (or easier) to design and map for.

    What about you?
     
  2. Muddy

    aa Muddy Muddy

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    I'd say Arena is the easiest gamemode to map for, cos Arena maps tend to be much smaller and simpler than other gamemodes. It's not a very popular gamemode though, so KOTH might be your best bet if you want people to play your map ;)
     
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  3. Micnax

    aa Micnax Back from the dead (again)

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    Arena or KotH for sure.
     
  4. Freyja

    aa Freyja It hurt itself in it's confusion!

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    CTF because it doesn't matter what you do people will hate it anyway so you can just make whatever you want
     
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  5. MaccyF

    aa MaccyF Notoriously Unreliable

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    Arena, because imo layout matters less than other gamemodes and its far more about having good scale and height variation - fundamentals that are the keystone of any good map
     
  6. FishyUberMuffin

    FishyUberMuffin War Paints Everywhere

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    I say koth
     
  7. Star Bright

    Star Bright L2: Junior Member

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    I say koth primarily for the same reasons already listed. The logic to set up behind it is not much more advanced than Arena, people will actually play it a lot more (even if it is the most oversatured of gametypes here on TF2Maps) and you learn a lot, especially about symmetrical design. The maps don't have to be too big, and you can focus a lot on your center point instead of having the whole "Arena servers hate it when you cap" issue.
     
  8. Diva Dan

    aa Diva Dan hello!

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    Wait, really? Was that this past Thursday? Because that is really cool
     
  9. FloofCollie

    aa FloofCollie I really suck!

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    I was fairly sure it was like that since Meet Your Match launched under the Alternate Gamemodes tab, but a quick Google search shows me that I must be wrong...?

    That's a shame, I was certain it had been added. :c
    Sorry for the false alarm...
     
    Last edited: Apr 19, 2017
  10. MOCOLONI

    MOCOLONI L6: Sharp Member

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    Does it?
     
  11. FloofCollie

    aa FloofCollie I really suck!

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    No, I was mistaken. My post above yours is kind of an apology.
     
  12. Diva Dan

    aa Diva Dan hello!

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    Awwwwwwwww maaaaaaaaaaaaaan
     
  13. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    whatever gamemode they're excited about, go have fun.
     
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  14. Idolon

    aa Idolon the worst admin

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    I don't think symmetrical maps are any easier to develop than asymmetrical ones. However, smaller maps are easier to develop than larger ones, and Arena/KotH maps are typically the smallest. A single stage of an A/D CP map (like Dustbowl) would be another good mode to learn from, though it is more prone to fail than the two aforementioned modes.
     
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  15. FloofCollie

    aa FloofCollie I really suck!

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    I'M SORRY
     
  16. Prosciutto

    Prosciutto Guest

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    easiest koth
    hardest payload/payload race
     
  17. ics

    aa ics http://ics-base.net

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    This might not be so true. I've never done koth map, because i can't think of map twisted (viaduct) or rotated 180 (harvest) or 90 (probed). Then i've made 4 payload maps and that seems the most easiest to do for me, because i dont have to worry about symmetry.
     
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  18. Sergis

    aa Sergis L666: ])oo]v[

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    koth but do a 2cp ad because everyone makes koth
     
  19. Prosciutto

    Prosciutto Guest

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    i personally think payload is the hardest because you have to lay the track path manually down and it's just annoying sometimes
     
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  20. MOCOLONI

    MOCOLONI L6: Sharp Member

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    Not to mention the creation of the payload itself. I find it more complicated than the method I used to make one for a non-Payload map, which is a completely different thing (it eventually fails at something, but at least the matching team can push it, enemies can stop it, and it rolls back after a few seconds).
     
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