Where do I start?

Discussion in 'Mapping Questions & Discussion' started by EdgeZombie, Nov 7, 2009.

  1. EdgeZombie

    EdgeZombie L1: Registered

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    Hey, first post. :D

    I want to make a TF2 Abstract map like this: [ame="http://www.youtube.com/watch?v=iBN-sS79m88&feature=related"]YouTube- Mirrors Edge DLC Map Pack- Kinetic Gameplay PLUS Twister Achievement[/ame]

    Baiscally a large tower of floating cubes on an Arena map. Falling would mean death and instant respawn in your team's respawn, if it isn't Arena of course.

    I don't think it'd be that hard as all it is a a mess of floating cubes. I'd have to make enough for every class to jump from, forcing them to take different paths, so like a Heavy would have to take a different path to a scout, but a Soldier can just rocketjump straight up.

    Any help on where to start? This is my first map.
     
    Last edited: Nov 7, 2009
  2. Engineer

    aa Engineer

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    This is possible, but the sniper sight lines... And optimization. :|
     
  3. EdgeZombie

    EdgeZombie L1: Registered

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    It'd have about as much sightline as 2Fort if I do it right. And I looooooove 2Fort.

    Edit: More developed idea.

    KOTH Map. The two spawns and Sniper decks are the the middle of an area of blocks. At the bottom there are just more blocks, but at the top of the tower is a Capture point. Both teams must race to that point and hold it for the amount of time. Heavies would be better for just holding off the other team, and Engies can make great sentry areas, like the 2Fort L Room. Scouts, Soldiers and Demo's can get to the point quicker than the other classes as they can jump higher than the other classes. Pyro's would be helpful for clearing blindspots of enemies before the team advances. Spy's can take out the enemy sniper or the point holders, like in normal play and Medics can use the 360 degrees playing field to heal in safer environments. Falling off of the blocks means death and no respawn until the next round, like in normal KOTH or Arena.

    To add to this, Serverside can make it low gravity to make it even more vertigo inducing that before.
     
    Last edited: Nov 7, 2009
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yeah, you can achieve a similar look but be aware
    -people might get frustrated if they can't move carelessly while they are busy aiming at enemies. so yeah, players must have some space to move around. little blocks won't do.
    -also, if this was a tf2 map, I'd be asking myself "where the fuck am I?" and "where the heck am I going?" and "where the hell am I comming from anyways?". while this "go with the flow" design might work with mirror's edge, it wont work for tf2. you will need much stronger points of reference than what is shown in the vid. players need to be oriented. else the player WILL get lost.

    so yeah, keep these in mind.

    engineer mentionned optimization would be a problem but don't worry much about this. this kind of abstract map doesn't feature lot of props or detailed brushworks. it should run fine with no optimization at all. and a mapper's first map is never a serious release anyways so you might want to skip optimization and practice your brush skills.
     
  5. martijntje

    martijntje L8: Fancy Shmancy Member

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    aargh, stole my idea. I have had the idea of making an abstract map for years, but never did it.

    It is very easy to make a map looking like that. now, as a hint. if you want one-color textures, look for the test/color texture, "test/color_red" I think is a fully red texture.

    [thinking]hmm, If I make a map styled like this I could make a map in a month, but still have something pleasing to the eye[/thinking]
     
  6. EdgeZombie

    EdgeZombie L1: Registered

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    One problem. I have NO IDEA where to start. I've got Hammer and that's it. Can anyone point me in the direction of how to start?
     
  7. martijntje

    martijntje L8: Fancy Shmancy Member

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    [ame="http://forums.tf2maps.net/showthread.php?t=8595"]Useful infomation for new mappers. - TF2Maps.net[/ame]
    [ame="http://forums.tf2maps.net/showthread.php?t=807"]TF2 Mapping-Link Resources - TF2Maps.net[/ame]

    I personally started out here
    [ame="http://www.youtube.com/watch?v=wQeqVSrAsf0"]YouTube- PH4T3's How to Make Maps for TF2 Tutorial - Chapter 1[/ame]
     
  8. EdgeZombie

    EdgeZombie L1: Registered

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    Thanks, when my Steam stops messing around I'll try that.

    Is it possible to put my map in my /maps folder and then muse Maps * to find it, like you can with Portal?
     
  9. martijntje

    martijntje L8: Fancy Shmancy Member

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    yes
     
  10. Firest0rm

    Firest0rm L4: Comfortable Member

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    how would heavies move around in that map? jumping around blocks might be too hard with their slow speed, and jumping while spun up is impossible, so what is to happen to them?
     
  11. EdgeZombie

    EdgeZombie L1: Registered

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    They would be dropping down the map in to the base to fight down there. I'm just wanting to get the basics. I'll probably add in blocks high enough for them to jump. About the revving, they'll have the choice of moving or shooting when it comes to jumping.
     
  12. eyefork

    eyefork L3: Member

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  13. EdgeZombie

    EdgeZombie L1: Registered

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    Brilliant, thanks everyone! :D

    I have a feeling that this map will actually go well. I may change it though so you drop down to the point and not going up to it, so heavies can have a chance.