Your Workflow

Discussion in 'Mapping Questions & Discussion' started by DucatiBon, Apr 3, 2011.

  1. DucatiBon

    DucatiBon L2: Junior Member

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    I'v been mapping for ...about 5 years on and off and NEVER finished a map or even come close.

    Well i want that to change.

    And i was curious...for those of you who have finished a map..
    what is your work-flow from start to finish.

    for example, what is the VERY first thing you do when you sit down and start a new map?

    do you draw it out on paper...the layout?
    and once you have that done,
    Do you build the displacements first? cliffs? hills? ect?
    then do you build your structures around that?
    also when you build your structures do you tend to build blocks and then hollow them out or do you build walls?
    ect.....
     
  2. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    Everyone does things differently, find out what works for YOU and roll with it.
     
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  3. DucatiBon

    DucatiBon L2: Junior Member

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    if i haven't figured it out in 5 years with literally a dozen unfinished maps floating around, then obviously i cant.
     
  4. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I've been at this for 3 years and still haven't finished a map. A lot of people are like that. You should just keep on trying, perseverance is the key to finishing. Not your method.
     
  5. REEJ

    REEJ L7: Fancy Member

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    Since the level of expectations in TF2 is incredibly high, own maps can seem neither good enough nor worth finishing. It's better to try to finish a map than dropping it and starting a new one. There's always something more to learn from it as you go all the way.
     
  6. YM

    aa YM LVL100 YM

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    from inception (BWAARRRMMM) to completion:
    1. Spend maybe a few hours tops pondering what I'm going to do, just in my head. Sometimes I'll bounce ideas off other people like the tf2m chat generally though I realise "I haven't done X and I really like that. That's what I'm going to do next".
    2. Muddle together a map as fast as I can in hammer dev textures and key props only.
    3. Test it straight away, with bots if they work on that mode or with an impromptu set up in the chat.
    4. Iterate until perfection is reached.
    5. Detail the fuck out of that bitch.
    6. Release.
    7. See as it hits public servers perfection was not reached.
    8. After a month make the necessary tweaks and release again.
    9. Repeat 7. and 8. until perfection is truly reached or boredom sets in or a new project steals attention.
     
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  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I think "Reach perfection, discover perfection not reached, repeat" pretty much sums it up.
     
  8. ardysqrrl

    ardysqrrl L4: Comfortable Member

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    visualize the map in your head, including overall flow/pathing and pacing

    ignore everything you've thought about and invariably place blocks randomly in map

    wait for $3k valve check

    edit: on a serious note, I usually used to make a shell first and then build displacements inside them, but more recently I've been blocking out outdoor areas using displacements. I think in many cases it just comes down to what you find comfortable
     
    Last edited: Apr 3, 2011
  9. Omnomnick

    Omnomnick L6: Sharp Member

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    Personally I don't have a normal scheme I hope to work towards. Sometimes I'll attempt to draw a basic layout on paper, sometimes I'll just literally place a control point down and build around it, visualizing as I work to what I think it will look like when its finished.

    For Chill I literally talked in the TF2m chat about who would be interested in co-developing a snow themed map with me, Tech said yes. We then talked about a basic 1 stage layout to start with, drew a few concepts before finally looking at an old design Tech had made a while back, we then talked about what would work and what wouldn't work, changed the basic track layout and built the buildings specifically around it. And thats how Stage 2 was born. Stages 1 and 3 on the other hand were literally just "Let's do this shit" and we just sat down and got on with it, Tech took stage 1, I took stage 3. We literally built as we wanted, visualizing the next areas as we moved ahead.

    And Chill was born.
    Thats the story for tonight.
    Sleep dreams.
     
  10. Jeremy

    Jeremy L11: Posh Member

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    I often run around in official Valve maps and take in all the scenery.

    I also snoop around in the VMF files Valve has kindly given us for free, just to study and totally not steal ideas from...

    For instance, my current WIP Multiplex is mostly inspired by Lumberyard. I've spent a great deal of time running around in that map (probably since it's my favourite arena map, but still...).


    Usually, however, I start off with an extremely crudely drawn plan in a notebook/school excersise book/scrap piece of paper I've most likely stolen from school, and then build up from there. It's interesting to see all my decent maps came from crude plans, and the unplanned ones turned into large failiures that, thankfully, went unnoticed by the general Internet public.
     
    Last edited: Apr 3, 2011