Guide: Good Mapmaking

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nsilva





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Guide: Good Mapmaking

Post by nsilva »

Alright i see some good and not-so-good maps made. So i put together this little guide to help you have a great map.

Tip #1 - Size counts

If your making a big map you may want a different variety of vehicles at each base, and if you have a good spot to put them in the middle of the map do it! Because unexpected things can happen and the person looses their hog!

Tip #2 - Weapon Placing

You need to understand. Wepons are what make the maps difficulty level. Making custom weapons can really even things out when your map is "extroardinary". Meaning a custom weapon can really make your map better if you design, code, and place it right. As for normal weapons, rockets belong in an open area so all try to get it and few do. Snipers should be placed in towers or on sides of walls on bottom levels of buildings (Or third level... Second is just gay... Idn why). Or you could put the sniper on the edge or bottom(In a tiny cove/building/hideout) of a base, like on Containment. Since Assault rifles and pistols are primary. You might want to place them at bases and on cliffs. Never randomely place. Fuel Rod guns blend in with bushes making them hard to find. Dont put them there. Put them aside it. Shotguns are like rockets. You dont want to put to many. You want to put them in a useful spot. And you want them to be rare. Theese belong in an open area aswell. They really change the playing feild.

Tip #3 - Custom vehicles

Custom vehicles are always a hit. If your designing some for your map try and start off with the warthogs obj file and make it a flatbed! Then youll have a one and only you original! When you code the vehicle make shure it has lifelike features. No one wants to play a really good map and get into a helicopter and go 5000000000000000000 bazilion miles an hour... Remember that.

Tip #4 - Modeling your map

When modeling a map you always want to make it unbeliveable. You want them to say how did he do this! Make it complex. Take yoyorast for example. Its complex. The track is very original and it doesnt repeat itself. Thats something to keep in mind. For certain spots on your map you might want to make the slope high enough for a warthog and ghost (or your custom vehicle) and nothing else. Not even a player! Underground really can make a levels design look good. If your making a map with no vehicles keep it small. No one wants to walk for 3 minutes then get shot. Thats pretty lame isnt it? And add extra grenades to maps that are small. Fragfights are cool. And challenging.

Tip #5 - Sky

Dont make your sky dark and foggy. It makes for an extremeley hard level going through. But if you decide to, make lights very powerful and make a players light night vision(for the looks... you could make it normal light but it looks lame.). If it is your first map try using a skybox like bloodgulches for now. Thats all i have to say on skys. Ill edit later.

I will add more tips soon. But im modeling! So beat it!

If you would like your tip in here post it!
alfaalex101




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Post by alfaalex101 »

Yah you should put weapons where they are to the players advantage.

Ex. In every map there is a main "contact point". That is basicly where the everyone usually meets and starts shooting the hell out of each other. Now if its at close combat then you should put a shotgun near or if its long range put a nearby.
Patrickssj6




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Post by Patrickssj6 »

Maybe you should put in layout and unqiueness :D
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Dire Elite





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Post by Dire Elite »

Nice two year bump dumbass.
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Kurroda





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Post by Kurroda »

Dire Elite wrote:Nice two year bump ****.
Posted: Sun Dec 04, 2005 10:40 am 2005 wasnt 2 years ago
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Dire Elite





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Post by Dire Elite »

said 2004 when i looked at it...still a huge bump.
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Kurroda





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Post by Kurroda »

yes your right it still is
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BEEF!!!




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Post by BEEF!!! »

Bumping is allowed in the tutorial section...
Kurroda





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Post by Kurroda »

yeah i forgot about that lol
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