Home > Hammer > Argueing with myself.

Argueing with myself.

I find one of the hardest things to do in a map Is to actually Make the map. No, I dont mean creating brushes, setting up entities, placing props, and those things. I mean actualy setting up the layout of a map. If its not yet known Im a heavy Prefectionist when it comes to map making. If I am not happy with how to map came out ill can it and leave it for months on the shelf. This is ussualy due to some gameplay or balance part. or a techincal bug in a map that would be a pain to fix. My example for this is the most detailed map ive ever done, and its never seen the light of day. It was called ctf_streak for Team Fortress 2. The map is a small Alpine style map that is supposed to be like 2fort except more combat, therefore more combat hapening.

I had two main problems with the map. First was a gameplay issue the map allowed scouts to grab the intel jump across a chasim and be relitivaly in the clear at this point. This created a problem as if a team didnt have someone watching that route constantly a scout could eassily get away with the intel.

the second problem was graphical, I had planned that periotically a long train would run through the level(10 cars in length) thus cutting off the center route temporarily. The train works fine in the game area however the cars sharply turn downwards on their way down the mountian thus breaking the realistic effect of it.  I know its just a matter of getting the car’s settings right but I already had enough problems with it(getting them to sync up, extended use, clipping issues.) I think im better off ditching the entire idea this time…

Enough of my own work, There are three kinds of popular maps out there.

1)fun maps: maps that are fun to play on, abiet may not look that good or make much sense in any gameplay since. (the Orange x maps come to mind for this.)

2)the perfect maps: Maps that both look great with penty of cool stuff and are very fun to play on.

3)the “shiny” maps: Maps that look great, but are horrible to play on, gameplay doesnt work correctly or there penty of exploits.

My own personal opinion on the three is you always want to be as close as you can get to a perfect map but alway be on the side of fun. the worst thing is when your map becomes shiny where gameplay is overridden by the looks of a map. REMEMBER! this is game, its supposed to be fun, if the player wants to look at something cool they’ll go watch a movie.

A good example is the new videos in valve’s tf2 blog here you see that the first picture is just a bunch of block buildings with some generic props. They dont even have doors on spawns yet. It issnt till half way through the development process they decide to add more details to the map. and it goes from there.

However, unlike valve we dont have armies of beta testers that can test every nook and cranny of our maps. So we must be even more diligent on our maps, exspect that a player will try everything to break your map, and you must be ready with a clip feild an redundancy or some other defense agianst the exploit. Simmilary if you ever see a person doing an exploit on one of your maps you need to mark it down and make sure the next version blocks this exploit.

speaking of ctf_steak, I think ill try to fix it..

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