Just becoming a good mapper. Period.

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BobbyJEL101
69 Posts
Posted Dec 08, 2011
Hey, i'm really liking the SDK's for source so far, but, what are just some tips, (For a somewhat experienced person) to just get overall Better. I mean like pro valve better. Anyone?
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CaretCaret
290 Posts
Posted Dec 08, 2011
Replied 2 hours later
Tough question. Well you could read a book on level design. Analyze Valves(and others) maps. ehhh... I dunno...
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iWork925
1,080 Posts
Posted Dec 08, 2011
Replied 2 hours later

BobbyJEL101 wrote:
Hey, i'm really liking the SDK's for source so far, but, what are just some tips, (For a somewhat experienced person) to just get overall Better. I mean like pro valve better. Anyone?

Wow... could you make that question any broader. Its like asking to sum up how to do heart surgury. You'll get the general idea, but not enought to put it into practice.

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spongylover123
944 Posts
Posted Dec 08, 2011
Replied 1 hour later
Learn to map for other source games, to me mapping for hl2 is hard, p2 is easy.
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BobbyJEL101
69 Posts
Posted Dec 08, 2011
Replied 1 hour later

iWork925 wrote:
BobbyJEL101 wrote:

Hey, i'm really liking the SDK's for source so far, but, what are just some tips, (For a somewhat experienced person) to just get overall Better. I mean like pro valve better. Anyone?

Wow... could you make that question any broader. Its like asking to sum up how to do heart surgury. You'll get the general idea, but not enought to put it into practice.

Wow, you don't have to be so hostile. There is a reason I asked for TIPS. I wasn't looking for a step-by-step guide.

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iWork925
1,080 Posts
Posted Dec 08, 2011
Replied 1 hour later

BobbyJEL101 wrote:
iWork925 wrote:

BobbyJEL101 wrote:

Hey, i'm really liking the SDK's for source so far, but, what are just some tips, (For a somewhat experienced person) to just get overall Better. I mean like pro valve better. Anyone?

Wow... could you make that question any broader. Its like asking to sum up how to do heart surgury. You'll get the general idea, but not enought to put it into practice.

Wow, you don't have to be so hostile. There is a reason I asked for TIPS. I wasn't looking for a step-by-step guide.

Thats what I mean. Tips on what? You cant ask for tips in general, there are a million and one. Just start mapping using instructions from the VDC, youtube etc and if you get stuck on something come back and ask a question specifically on that. I hope you realise what you asking is like asking a mechanic if he know any tips for fixing cars. I bet he knows a shitload of tips and tricks, but hes not going to know where to start unless you tell him SPECIFICALLY what wrong with your car.

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Idolon
417 Posts
Posted Dec 09, 2011
Replied 23 hours later
Analyze everything. Ask how and why. Always remember that you won't be able to make exactly what you have in mind.
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TheCakeIsASpy
75 Posts
Posted Dec 10, 2011
Replied 3 hours later
  • Valve Developer Wiki. Self-Explenetory.
  • Test Maps. Make little test maps, not anything fancy, to see how everything works.
  • Decompiling maps. Take a compiled map you want to see how it's done: Technically, Graphically or any other reason, decompile it (I recommend BSPSource since it works on the newer games) and see how it works. I learnt A LOT from this, and I seriously mean that.
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HMW
806 Posts
Posted Dec 11, 2011
Replied 1 day later

TheCakeIsASpy wrote:
- Decompiling maps. Take a compiled map you want to see how it's done: Technically, Graphically or any other reason, decompile it (I recommend BSPSource since it works on the newer games) and see how it works. I learnt A LOT from this, and I seriously mean that.

This, IMO, is the best general advice to give to anyone who got the hang of mapping (or any other skill for that matter), but is looking to improve.

I do learn the most from studying other people's work, especially Valve's maps. I have decompiled versions of all of the Portal 2 maps, which I use as a sort of reference whenever I need an example of certain things.

It also helps to play a lot of maps (both Valve's and user-made ones) and pay close attention to how they're laid out, how the designers try to attract the player's attention to certain things and how the general atmosphere and 'storyline' of the map is established.