WiP in WiP, post your screenshots!

ZeSpice

L2: Junior Member
Mar 17, 2014
94
34
That is problem of most newcomers here. They start thousand maps, and most of them never cross a2 line. I think there need some faq about this. (And about starting detailing too soon.)
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
I'm guilty of this. Of all the maps I've submitted here, only two of them have reached Beta (and I ended up abandoning them anyway).

We're all guilty of that to some extent or another. Doesn't mean we shouldn't really, really try every now and then.
 

Unh3lpful

L2: Junior Member
May 6, 2015
95
50
I'm also like this. Hopefully the 72 hr contest will help spur me on to continue on my map.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
0a44ede6aa.jpg

Preparing for the 72hr with an ent setup + custom stuff.

Bolt your doors, lock your windows and fix your leaks cos a storm is coming!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
We're all guilty of that to some extent or another. Doesn't mean we shouldn't really, really try every now and then.
The other problem is that your early maps are generaly of a lower quality. it takes a few tries to get it right. Having many concepts on that part is not such a bad thing as you can learn from mistakes. However, trying to fix problems is a skill you also need, so having 7 maps <a3 state isnt good. yet if of those 7 maps 4 would have reached a7 and still come out bad you can still use areas from those 4 maps. As there were definitely parts that made them good (as if it was realy bad we would have advised you to restart it). Deciding to drop a map however is just as important as deciding to continue with one (cough tc_ramparts and tc_invasion being my dropped maps).

Restarting a map fresh also has advantage of learning that some things dont work, yet the idea might still be good. Intercept had quite some iterations that didnt even reach public. I had a few areas reconstructed as initialy i just ran out of space to make everything fit. And for detailing i initualy had a space base, now its egypt. Skullcove was initialy ment maya style, it became halloween. And all of them already had steps to give it a diffirent style.

Maps can change alot. Sometimes they might not end up as the idea you have yet still remain good.

Just be positive and try to use areas that worked, even if that is in a diffirent map. Dont rely on visuals too much (doing so has a high chance for bad gameplay), if an area plays well making the visuals isnt realy a problem as there is often plenty of building space. And many times with good gameplay the layout automaticly becomes a very nice area in its shape.
 

Bucake

L1: Registered
Jun 22, 2015
18
1
the past few posts are good encouragement for a beginner like myself : )

after my first a1 playtest i realize i should've kept all the shapes and textures even simpler.
it also made me think i should just start something new.. but i guess just because a playtest isn't a success doesn't mean i can't just keep parts of the map, or at least stick with the initial concept.

i know that sounds logical, but objectivity is hard to keep when you're doing something creative : )
like ZeSpice mentioned, maybe a FAQ wouldn't be such a bad idea. if only to discourage beginners to start mapping in an inefficient way.
 

NoirSuede

L2: Junior Member
Dec 22, 2012
63
9
After days of planning, sketching, and very nearly avoiding being busted by my parents, i've finally finished koth_rockfall's mid :

 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
After days of planning, sketching, and very nearly avoiding being busted by my parents

Wait, you decided to make a map in a time frame that could get you in trouble? I wouldn't be able to get work done like that personally.
 

NoirSuede

L2: Junior Member
Dec 22, 2012
63
9
Wait, you decided to make a map in a time frame that could get you in trouble? I wouldn't be able to get work done like that personally.
No, i meant that i was making the map in a way that made my parents really curious as to what i was making.

Anyways, how's the map itself ?
 
Jan 8, 2011
397
393
No, i meant that i was making the map in a way that made my parents really curious as to what i was making.

Anyways, how's the map itself ?

It seems like you have some walls there that are 1 unit thick, which is not good - players will be able to shoot through them, and the engine doesn't like them very much. The area around the point seems too empty. The direct route would be so dangerous that most players will avoid it and stick only to the hallways. Blocking fire from the point the way you have could work well though.

Also, try to use different textures for the walls and floors. It's a little hard to see what's going on otherwise.