Please or Register to create posts and topics.

Your Way Of Mapping

Page 1 of 2Next

How do you think of a puzzle/map?
I just think of a concept, build stuff around it in my head and decide how I'm making it. I just remember it by heart. No drwings and stuff.

How do you start making it?
Well, I usually start making the room that seems best to start with, and all my brushes start nodraw. I don't have convenience using the dev textures. I add a few rooms and start building the mechanics and randomizing and cutting walls. In the end, I add the start and end lifts, add a bit of lighting without much care and then I playtest. Then I fix bugs and lighting and soundscapes, and I play again, and it continues like that until I finish.

Do you always keep your mind to the same map?
No. I have emotional "storms" or whatever that make me change my mind and that usually happens when there's a small change in RL, or if it's because there's a bug in my map that I can't solve. My maps also go through a lot of changes too. My map "Fielder" was originally meant to start in a destroyed observation room and move to an overgrown chamber, but I decided not to do that.

I'm pretty sure this thread is important for some people. Whoever wants can add what they do.

How do you think of a puzzle/map?
I generally sit down and either on a spare piece of paper or paint start drawing out a map. I put constraints on myself for each map, like what theme it will be, what elements will be included, how hard it should be, etc.

How do you start making it?
I generally just start mapping it out in hammer. I don't use the developer textures, I just start with the ones I know ill be using. I first lay out the basic geometry, then the test elements (if there are any for the map), then the details and props that aren't important to the puzzle, and finally all the other things like lights, particles, overlays, etc. At the very end I go around and optimize everything.

Do you always keep your mind to the same map?
Generally but not always. When I work on a big project I sometimes get sudden urges to make Wheatley or Overgrown maps and take a day or two to do what I had a sudden urge to make. I've done this a few times actually :lol:

This Signature is Beyond Your Range of Seeing.

Image

How do you think of a puzzle/map?
I think it out in my head first, similar to tmast I like to limit what elements to use and I try to think of odd ways of using them or mixing them. Sometimes I also come up with a small concept I build a map out of, or I save them up and combine them, then I play it over and over in my brain till I work out most of the bugs :lol: I then draw the map out on paper so I can remember it if I don't get around to making it right away.

How do you start making it?
I use my drawings to help get an idea of the size, I also use Dev textures. Then I get it all working and start playtesting, I can then confirm all the walls areas that should be white or black. Then I stick some textures on and get it playtested before I start detailing, I do a section at a time till im done and get the lighting done, a few more playtests to tweak lighting and then send it out

Do you always keep your mind to the same map?
Only when I'm building it, have quite a few maps planned out and have an overall structure for the series of maps like reconstruction series etc. Its why I have to draw them, cause it might be months before I get around to making them and I tend to come up with ideas randomly and have to just jot them down, but I never work on more than one map.

I simply user magic!

Lpfreaky90 wrote:
I simply user magic!

Oh, of course. I should have thought of doing that myself after I get this answer each time I ask a question.

yishbarr wrote:
Lpfreaky90 wrote:
I simply user magic!

Oh, of course. I should have thought of doing that myself after I get this answer each time I ask a question.

aww sorry :P

On a slightly more serious note, it really depends, sometimes I start off with a drawing; sometimes the stuff comes with some sort of creative flow. I always limit myself to a set number of test elements.

I make my maps with nodraw and just use basic normal portal 2 tiles on the walls, put the test elements in and start playing, seeing if I can find unintended solutions and/or solutions that work better/are more fun than my original plan. Then I polish out the solution, add lighting, add elevators, add detail and done!

Lpfreaky90 wrote:
yishbarr wrote:
Lpfreaky90 wrote:
I simply user magic!

Oh, of course. I should have thought of doing that myself after I get this answer each time I ask a question.

aww sorry :P

On a slightly more serious note, it really depends, sometimes I start off with a drawing; sometimes the stuff comes with some sort of creative flow. I always limit myself to a set number of test elements.

I make my maps with nodraw and just use basic normal portal 2 tiles on the walls, put the test elements in and start playing, seeing if I can find unintended solutions and/or solutions that work better/are more fun than my original plan. Then I polish out the solution, add lighting, add elevators, add detail and done!

I was just being sarcastic. (Ehh, I thought you use dev textures. Doesn't matter).

Something else about how I make my maps: I also usually try to limit the amount of puzzle elements in my map after I tried making a map in art therapy style that had some 20+ objects. (I remade it in PTI, and it wasn't much better according to the amount of unintended solutions I had). I have this obsession by using the fast compile if I'm checking small problems. Only when I finish the map, I compile both HDR and LDR and then I build cubemaps and pakrat and blah blah and publish after having a few minutes thinking if I should publish yet or not. (I'm not sure if it's the best idea though if I'm using a skybox though). Also, I don't know if this counts, but I don't like the stock metal wall textures, so I just use the ones reepblue made.

yishbarr wrote:
I was just being sarcastic. (Ehh, I thought you use dev textures. Doesn't matter).

Something else about how I make my maps: I also usually try to limit the amount of puzzle elements in my map after I tried making a map in art therapy style that had some 20+ objects. (I remade it in PTI, and it wasn't much better according to the amount of unintended solutions I had). I have this obsession by using the fast compile if I'm checking small problems. Only when I finish the map, I compile both HDR and LDR and then I build cubemaps and pakrat and blah blah and publish after having a few minutes thinking if I should publish yet or not. (I'm not sure if it's the best idea though if I'm using a skybox though). Also, I don't know if this counts, but I don't like the stock metal wall textures, so I just use the ones reepblue made.

Yeah, limited test elements is the best imo. I always use the hdr-only compile when testing out stuff (who still uses only ldr o_O) and when I just want to test some i/o changes I untick light and have a compile without light :3

By both LDR and HDR I meant full compile. It's basically what it is.

How I think of a puzzle or map?

Its like a smart Wheatley on my brain generating endless ideas of greatness! All joking aside though, the thoughts just come to me.

How do I start making my maps?

I begin by making my first spawn room. When I build my levels, I usually implement all features and playtest that level/chamber before moving to the next.

Do I keep my mind on the same map?

NOOOOOOOOOOOOOOOO.I have to be in a certain mood to work on any certain map. It's weird, that's why my maps don't get finished early

This... sentence... is... false.... dontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutit
MLIA
Thanks in advance :thumbup:
Page 1 of 2Next