Would my first map's layout work ?

Discussion in 'Mapping Questions & Discussion' started by The Siphon, Mar 5, 2015.

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Is the map layout good ?

  1. Yes !

    3 vote(s)
    60.0%
  2. Nope !

    2 vote(s)
    40.0%
  1. The Siphon

    The Siphon L6: Sharp Member

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    Hello !
    I started to design my first map, the name will be koth_export [or something industrial] (for now, if I don't change it).

    I have only made a layout plan for it and I want your early opinion on it. Is it good or bad ? What should I remove or add ?

    Here is the layout, I made it in paint.net (I might add it in to the map as a guide map)

    (The dotted line thing means it is under ground)

    [​IMG]
     
    Last edited: Mar 5, 2015
  2. Vel0city

    aa Vel0city func_fish

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    Here's a tip: don't do this. Start mapping and see what comes out. Overhead images only work for basic layout but you can't draw upwards and downwards.
     
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  3. The Siphon

    The Siphon L6: Sharp Member

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    Oh, I have been told in few tutorials actually in bunch of tutorials that you should do planning first and then map.
    But thank you anyways !
     
    Last edited: Mar 5, 2015
  4. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    You can't name it trainyard it's already used in a map.
    Hint always Google the name that you are thinking of using
     
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  5. The Siphon

    The Siphon L6: Sharp Member

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    I forgot it this time
     
    Last edited: Mar 5, 2015
  6. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Btw don't use paint.net
     
  7. The Siphon

    The Siphon L6: Sharp Member

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    It is actually really good, better than normal paint and it is good for a quick drawing.
     
  8. ibex

    aa ibex

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    You guys are just shitting on everything he's doing lol..

    Everyone has their own ways of doing things, whether those things be mapping or picking their nose.

    In respect to the layout, you can't instantly tell if it will work until you try forming it or even playing it. Go ahead and lay it out in hammer. I imagine you have something more in mind than just lines of routes?

    edit:
    Other thoughts.. The way you've drawn the route, it's faster to go out on top and then go underground than to just go underground from spawn. So what advantages would there be to taking the longer path?
    Three routes is definitely a good number, and your routes passing through rather than around the point is good as well.
     
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    Last edited: Mar 5, 2015
  9. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Also, you've put a lot of effort into what the routes to the point look like, but not the point itself. If that diagram is to be believed, the point - where players spend the majority of the time - is a small rectangular box. That's never fun.

    Of course, starting mapping would naturally reveal these problems as you come to them. Regardless, if you really want to plan out before hand, I would recommend a square grid. It has it's own problems, but at least it balances attention on routes and arenas pretty evenly. What you lose out on is attention to verticality and less organic design because everything is perpendicular (or maybe 45 degrees) and is constrained to a grid.
     
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    Last edited: Mar 5, 2015
  10. Bunbun

    aa Bunbun Gay sex slave

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    It looks good so far, but that underground tunnel could lead spies directly to the enemy base, either way it's best to test it and see how it comes out.
     
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  11. Lampenpam

    aa Lampenpam

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    Instead of google, I just check at tf2stats if the name is already taken
     
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  12. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Yeah that works better. Use tf2stats
     
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  13. Dr. Sasha

    Dr. Sasha L4: Comfortable Member

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    With whatever cubemap said, I completely disagree.

    Drawing your maps before playing around in hammer is a much better, effecient and organized way of mapping. When you skip the drawing segment, you are left in Hammer simply trying to connnect rooms, and not having an idea of what the gameplay would be like. All of the showcase maps that i know of on this website were first sketched on a piece of paper, whether it be at home or bored in history class.

    Drawing the layout on paper let's you think about the routes and imagine gameplay. If you want to change something, just resketch apart of it, instead of in Hammer, deleting brushes, aligning this one, and repeating the process over and over again.

    This way, by sketching it on a piece of paper, your map will be clearly thought-out and be a little more reasonable in its gameplay choices.
     
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    Last edited: Mar 5, 2015
  14. Bull

    Bull L4: Comfortable Member

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    I agree a bit with both; I like drawing my maps beforehand a bit as sketches but I often find myself drifting from the original idea quite quickly. I however think it's still good to draw something beforehand, as it helps get you motivated and inspired for the building of the map itself. And don't worry if you drift off your idea halfway.
     
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  15. PyroDevil

    PyroDevil L3: Member

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    Something I have learned about planning out a map is that you should never just do the entire thing on the fly. For me, it just wasted a lot of time. My advice is to definitely draw out something, but don't tell yourself the layout is final. When putting your map together, see if you thing your map will actually work. What looks good on paper does not always turn out well in practice. I can give you a personal example
    [​IMG]
    This was for the map I made for the 72h contest. (at least half of the map) I kept the mid area the same when I hammered it out, but when looking at the design for the inner base, some of it just didn't look like it would work when played, like how the cap area was going to be too cramped. so I changed it to work better. (Cap area was still to cramped however)
    Anyways, good luck on your first map.
     
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  16. Crash

    aa Crash func_nerd

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    tf2stats hasn't updated in almost a year, Google is best for checking if a name is used.
     
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  17. fauks

    fauks L2: Junior Member

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    Think in terms of areas, with connections, rather than routes.

    Route thinking gives you long corridors and chokes.
     
  18. Tupperwits

    Tupperwits L2: Junior Member

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    This.
    First glance, each route is a choke from the moment they split, the player has no options. TF2 mapping is all about making chokepoints fun.

    Also this kind of plan is far too simple. I mean this is Cp_steel but a map made from this wouldn't be Cp_steel

    Most people Ive seen use rough sketched out buildings and playable areas. Gives you a better sense of sightlines
    http://www.teamfortress.com/post.php?id=8124
    http://forums.tf2maps.net/showthread.php?t=20770

    I've also seen this thrown about, might be helpful?
    http://www.davidwaltersdevelopment.com/tools/gridcart/

    If all else fails make this in hammer and see if it works (said the massive hypocrite)
     
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