Your Very First Map?
I want to see where the people of the community started out with mapping, and I don't mean your first released map, I mean like, the very first time you ever mapped.
Heres mine:
Probably shouldn't have submitted it to the contest. (It's very rough around the edges, and looks sparse.) But I like it. (And I'm going to make it better.)
O
&
), but the very first thing I ever farted out in Hammer was a TF2 5CP map circa 2009. It was horrendously underscaled (no significant distances >1024 units...) with lots of errors: visible trigger brushes, skybox-cube to seal it up, and if you tried to cap BLU's forward point it crashed.
And I carved EVERYTHING. 
I really loved mapping for that game. The setting the style just awsome!
If you're really interested (which I doubt you are) you can find a list of all the deathmatch maps I've made here. (I really need to edit that page).
Though I was a person where if it had a level editor I had my hands on it. Even when I was 8... I remember I tried to use the Doom 3 and Duke Nukem editor!
Youtube: Our house in game Quake, map was made in 1997
btw my room looks almost the same now 
chickenmobile wrote:
Though I was a person where if it had a level editor I had my hands on it. Even when I was 8... I remember I tried to use the Doom 3 and Duke Nukem editor!
The first PC I bought (my father did actually) was because I wanted to play with Dune2. Then Because I was a commodore fan (made my first small program for it at the age of 11) I wrote a graphical map editor for dune2 in qbasic. Then the first reason for a PC upgrade (from our first 386-40mhz) to amd486xd100 was because of Doom. I made at least 100 quality map for it, with waded and DCK. Also made a wad editor and texture selector, but that was in pascal. Then Quake came out and when found this editor while browsing the internet at the university library (using netscape 1 lol) I instantly felt in love with it!
Later I also made some map for half life, then when I found out that valve bought the editor and as Hammer they continued to use it... well... you can imagine.
I remember when Unreal came out with its reflections (first map, the floor is like a mirror) I made a map for Quake 2 with the same effect: I made spacestation corridors and rooms, made the floor a glass then mirrored the corridor under. Ingame it was like a floor reflection
I tried unrealed too but... broaf 
Later I also made our house for HalfLife 2, then I stopped mapping till Portal 1 came out, then I did it for half year then stopped again till this year's Portal 2 launch.
I'll probably make one more map (I wrote down my ideas the next day I finished playing portal 2 singleplayer) and there is only 2 test left. I wanted to include the last one into map #2 but because of the contest I couldnt (one half-outdoor map, like an ancient maya ruins excavation, in a cave, with a big open hole on the top) a small lake trees etc, plus some heavily debrised bts room.
DaMaGepy wrote:
I couldnt find my first map beacause I only have its .map source for worldcraft, but found a bsp of our flat (house) that I made at the end of 1997 for quake.
Haha nice. Why is everyone's fist map of their house/room?
I remember I made my house lol.
Also, I never made my house. Maybe I should!
thread of it but will upload this ASAP!
But I still don't think its my first map, I will say a map is my first map when I finally say DONE or COMPLETED and give it out to the public 
The "movie" was actually just an animated texture consisting of 4 frames, with a woman pleasuring herself with a large red object. I was so impressed with myself at the time.
I still have the map somewhere and a couple of screenshots, but it's probably best if I don't post them. 
I'm still working on it i guess
It's just a Portal 2 playground, testing every new feature the portal 2 engine has.
Still can't position world portals correctly
I don't have screenshots only the map itself ;-;
http://www.mediafire.com/?5bsc2b0y2b0wcjn
My REAL first map was much earlier, and was an attempt to re-create my church for HL2:DM. This was long before I knew about skybox textures, so the outside was just a cube with some weird star-field texture.
Everything was a prop_physics too. I had no clue about prop_static, prop_dynamic, or anything else yet...
I might re-attempt that project someday, starting from scratch of course. 