Where should I start?

Discussion in 'Mapping Questions & Discussion' started by Sliipperi, Jul 11, 2010.

  1. Sliipperi

    Sliipperi L1: Registered

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    I've been learning to map for about a year now, and I know the basics of mapping.
    I really love to map, and TF2 mapping got my full attention, because I really like the way the maps are detailed. All the buildings and the spytech are real cool!
    But I don't really know how to start mapping for TF2. I mean, should I make some practise maps with, like, one building in it, so I can get the feel of it, because when I'm making a TF2 map (or any other map), I come to a point, when I say to myself: "Really cool idea and all, but I don't know what to do now and how!"
    How did you guys start mapping? How do you start a map? How should I start? These are the questions I seek answers.

    tl;dr How should I start my mapping "career"?
     
  2. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Well This is what i do when i start mapping

    1) Draw- You may think you should just hop right on to the computer but this isn't nessecarily true. Ideal for this is an A3 Sketchpad and a pencil. Then draw an overhead view of your map, with a few notes and maybe some 3d drawings of certain areas

    2) Block out your map- Do the basic shape with not alot of detail, or however much detail you want but not alot

    3) Alpha Release- Once you've completed this submit your map as a alpha here

    4) Advice- Take our advice and comments about your map as this will make it better

    5) Gameday- Submit your map to a gameday to get lots more advice

    6)Update, resubmit and detail
     
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  3. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    very good explaining. And not just a3 sketchpad work.. it works with a4 too
     
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  4. Mick-a-nator

    aa Mick-a-nator

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    Firstly, introduce yourself over here!

    The best way to start is just to make something simple. Just make something small like a koth, arena or a small cp map, but don't expect it to go far without a lot of work. Your first map (and few afterwards for some people) will probably be lacking something major (eg scale may feel wrong in game, one team may have a major advantage over the other. stuff like that) but don't it that dishearten you if/when it goes wrong. They say you learn from your mistakes, and I believe the more you make early on, the faster you learn. :p

    And don't forget, if anything has you completely stumped or you need something to refer to, the people here are always willing to help. There's some good stuff here in Mapping & Tutorials.

    EDIT: ninjas >.>
     
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  5. Sliipperi

    Sliipperi L1: Registered

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    Thanks guys!

    PS. Oh and one more thing. How detailed should my drawings be? Or should they just point out the very shape of the buildings and stuff?
     
    Last edited: Jul 11, 2010
  6. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    If i had a scanner i'd show you mine.

    It's shape of buildings and maybe a few important props.
     
  7. Psy

    aa Psy The Imp Queen

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    You can go in however much detail you feel is neccessary. Here's one of my sketches.

    [​IMG]

    Which became...

    [​IMG]
     
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  8. Sliipperi

    Sliipperi L1: Registered

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    I like that type of sketching, Psy. I'm not a good drawer, so I'm going to sketch my future maps with that style.

    *Waiting for an inspiration*
     
  9. Stink Horse

    Stink Horse L2: Junior Member

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    Inspiration with TF2 is easy. Think of something stupid for two businesses to fight over. Like two competing oil companies, or agri businesses, or shipping conglomerates. Then tack on spy stuff to the end of it and you have a map.
     
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  10. Micnax

    aa Micnax I maek map

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    Take a look round on some photo sites like Flickr for industrial buildings and design styles, you'll get some ideas flowing. Try thinking 'that looks like a good place for a super secret spy base' or 'that silo would look great with a rocket inside it'
     
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  11. Rexy

    aa Rexy The Kwisatz Haderach

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    Go get ABS's Ultimate Mapping Resource Pack, plenty of great things in there to get you afoot. It'll knock out a bunch of the guess work and help you understand how things work.
     
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  12. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Why hello there mr. Sliipperi, If I may ask, what other maps have you created(since you have the basics down)?
    The reason I ask is, sometimes people like to bring bad habits(well maybe not BAD but not good for TF2) along with them from other style of map making to this style and it doesn't work out very well. Main things you are going to want to remember when making TF2 Maps are the following:


    1. Blu is always attacking, Red is always defending(except if symmetrical CP maps)
    2. Blu theme is based around industrial more advanced buildings
    3. Red theme is always based around early 1900 farm like buildings(lots of slanted roofs not very square things)
    4. Remember sometimes simpler is better(some people try to over complicate buildings which makes them look bad)
    5. HEIGHT VARIATION(This is the biggest factor in TF2 and can make or break a map but if done right will make people remember it)
    6. Scale your map so it isn't GIGANTIC or tini tiny(time out how long it takes to get to certain points with different classes)​


    Those are just a few of the minor basic things to get you started off in the right direction without having to redo much after the initial design.
    Welcome to TF2Maps and we hope you stick around, ask your heart out about anything you need help with.
    Some of the best mappers are right here at your disposal now. =)
    Also, if you following the link in my signature you can download Valves maps and take a look at how they have stuff setup. It may be quite overwhelming at first though.
     
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  13. Sliipperi

    Sliipperi L1: Registered

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    I made some little CSS maps for me and my friends to play in, and then I moved onto HL2, which taught me to look at compiled maps as they were in hammer and basic entity I/Os. Then I moved onto TF2 and here we are.