Quick Map Ideas Guide: Difference between revisions

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== Introduction ==
== Introduction ==
Welcome to the famous tutorial on good map ideas!
Welcome to this tutorial, outlining basic guidelines on what makes a good map.
This tutorial is pretty much made for mappers who want to get some ideas on what,
This tutorial is made for mappers who want to get some ideas on what
people like and want in a multi-player/single-player map. Another point of reading this is
people like and want in a multi-player or a single-player map.
that this is for those who want '''QUICK''' ideas on what people want in a map.
 
So, let's get started!
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== What the people want (Single-Player) ==
== What the people want (Single-Player) ==
* Detail
* Detail
A hint for making a single-player map is to add '''lots of detail!''', because usually on the first time
A hint for making a single-player map is to add '''lots of detail!''', because usually for the first time
or even numerous times after, the player will slow down to take in all of the detail the map has to offer(that is if you do add lots of detail)
or even numerous times after, the player will slow down to take in all of the detail the map has to offer if they are available. Details can be best defined as small stories told within the map, for example, a skeleton slumped against a wall with a blood splatter behind him.
Another thing is to provide lots of challenges while trying to tell a story at the same time.(trust me it's kinda hard, but u'll have to do sometime...)
* Story
* Story
So, you need to have the map fit in with the story and the setting like i said above(sorta).
A great map will have a story surrounding it. Even a single map can tell a story when it comes down to it, in many different ways, i.e., the Rat Man chambers in Portal, or the Graffiti in Left4Dead. A story in a game is best discovered, not dictated, so speech and text should be used only when it cannot be discovered by the player themselves.
Also try to give the player a sense of direction on where he/she needs to go. You must make their objectives obvious, but it all depends on what kind game your making
Remember not to get too caught up in the story. Some maps can become too story-oriented, and not offer much of a challenge because of that.
(survival horror?)
*Gameplay Flow and Direction
One last thing to add is, it is important to keep combat and rest/exploration in good intervals. You do not want your players to feel frustrated because enemy's keep coming and coming and coming. So keep things in good intervals.
It is important to give the player a sense of direction as to where he or she needs to go. Why are they going there? Where is it? Otherwise, a player could simply wind up just running around pointlessly because they don't know where to go. Objectives don't need to be obvious, but a player needs to be guided somehow.
Things like periods of rest and exploration and then periods of combat are important to a game flow. If a player just had a tough battle, give them time to catch their breath. If they've had time to look around and solve puzzles, throw some enemies at them.
* Sound
* Sound
Well sound '''IS''' extremely important when creating a single-player map especially if your making a horror mod/map. Like ambient sounds or BGM (background music) can be very important to set the mood in a map. '''BE CREATIVE''' try to mix up your ambiance each map, unless the map continues on(i.e HL2, HL)
Audio can sometimes be neglected by many mappers, but it is an important aspect of your map, especially if you are creating a map based on creating tension, or horror. Ambient sounds and BGM are your best tools when trying to set a mood in the player.  
* NPC's(enemy's and non-enemy's)
* NPC's(Friendly and Otherwise)
Trying to make scenes can be a very ruff task when it comes to getting right and timed etc...
Swamping a player with enemies, throwing everything you have at them is never a good idea, you can't expect a player to survive through it, let alone enjoy the experience.
Well anyways, what you want to do is try not to put like 2000 combine and expect your player to enjoy it/survive it. Thats no fun, we all know it.
Gun-wielding NPCs can be tough enemies, and even for the biggest battles, a player shouldn't be presented with more than 10 at once. (That is, if you expect them to fight with ordinary weapons.) Spacing between these enemies is also important. A group of enemies with little to no spacing can present a great challenge to a player.
Try to make it maybe at least 3 a group or 20 for a big battle somewhere. And make each enemy spread out so that there all not close together making a possible tough battle.
Friendly NPCs should all have something to say, first and foremost, and should add to the overall atmosphere of your map or mod. An NPC that doesn't say or do anything is an NPC that might as well not be there, so use entities in maps to make them more lively.
Also, make enemy's start in random places if your trying to make a surprise attack or have them bust trough the door or gate its all up to you on how you want it.
Now with non-enemy's which is pretty much making a scene is tough. Well, try to make everybody seem normal or have everybody say something(possibly). Nobody wants random, lonely, and random NPC's hanging around the neighborhood. Thats no fun at all. So use entities in your maps to spice it up. Make it look like real life.


----
== What the people want (Multi-Player) ==
== What the people want (Multi-Player) ==
Well multi-player is a little bit different on what the people enjoy.
Design in Multi-player is very different from single player. It comes down to the game you are designing for, and the gametype that it is intended for play with.
I'll tell you flat out that it pretty much depends on the game and the game mode. So lets get started!
 
* Counter-Strike:Source
* Counter-Strike: Source
CSS is a very good game in my opinion so making maps for this game is very easy in a way. Some words of advice, '''try your best to not make BIG maps''' big maps in css never fit unless you intend a lot of people to be playing. Usually only 16 could fit in a map thats made for 8. The players of css like their maps to be fun, and exciting around every corner. Detail isn't really a big issue in this because most players of css don't look for a lot of detail in each map. Plus, you should explore the different type of maps there are. Like for example: '''Death run''', '''GunGame''', '''AIM maps''', '''Zombie Mod''', '''Deathmatch''' etc... You'll have to explore into it before you go and create a map.
The most important part of a Counter-Strike map is that is balanced between the two teams. Counter-Strike maps are also generally non-symmetrical, something that should be taken into account when designing a map to be balanced.
* HL2:DM
Larger maps in Counter-Strike should also be avoided. Unless you intend a lot of people to be playing, a map should be completely playable and fun with a smaller group.  
Well HL2:DM isn't much different in map creating for CSS than this. It's the same thing except there's no mod's for it so just make a map but add lots of prop's to throw around with your gravity gun. Everyone loves the gravity gun. So, like toilets, explosion barrels, barrels, bricks, etc... to make it more fun is a way to put it.
Players expect their maps to be exciting, where members of the enemy team could be waiting around any corner. Detail, unlike in single player mapping, is less important, but don't let that stop you from making the map realistic, like a working office, or a town where people could live.
----
 
== Conclusion ==
* Half-Life 2: Deathmatch
Well thats all I have for you with creating maps that people like. One '''LAST''' thing I would like to close with is:
The most important part of Half-Life 2: Deathmatch mapping is including plenty of physics props for people to play around with and use as weapons with the gravity gun. Otherwise, the design principles of Counter-Strike apply here as well.
I'm sorry I did not add TF2, and Portal. Just TF2 is kinda the same I might have to write a different article on that one cause theres a lot for it, considering this is supposed to be a quick guide...
 
'''HAPPY MAPPING!'''
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[[Category:Tutorials]]
[[Category:Tutorials]]
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Hammer]]
[[Category:Hammer]]
----

Latest revision as of 10:08, 21 January 2024

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January 2024

Introduction

Welcome to this tutorial, outlining basic guidelines on what makes a good map. This tutorial is made for mappers who want to get some ideas on what people like and want in a multi-player or a single-player map.

What the people want (Single-Player)

  • Detail

A hint for making a single-player map is to add lots of detail!, because usually for the first time or even numerous times after, the player will slow down to take in all of the detail the map has to offer if they are available. Details can be best defined as small stories told within the map, for example, a skeleton slumped against a wall with a blood splatter behind him.

  • Story

A great map will have a story surrounding it. Even a single map can tell a story when it comes down to it, in many different ways, i.e., the Rat Man chambers in Portal, or the Graffiti in Left4Dead. A story in a game is best discovered, not dictated, so speech and text should be used only when it cannot be discovered by the player themselves. Remember not to get too caught up in the story. Some maps can become too story-oriented, and not offer much of a challenge because of that.

  • Gameplay Flow and Direction

It is important to give the player a sense of direction as to where he or she needs to go. Why are they going there? Where is it? Otherwise, a player could simply wind up just running around pointlessly because they don't know where to go. Objectives don't need to be obvious, but a player needs to be guided somehow. Things like periods of rest and exploration and then periods of combat are important to a game flow. If a player just had a tough battle, give them time to catch their breath. If they've had time to look around and solve puzzles, throw some enemies at them.

  • Sound

Audio can sometimes be neglected by many mappers, but it is an important aspect of your map, especially if you are creating a map based on creating tension, or horror. Ambient sounds and BGM are your best tools when trying to set a mood in the player.

  • NPC's(Friendly and Otherwise)

Swamping a player with enemies, throwing everything you have at them is never a good idea, you can't expect a player to survive through it, let alone enjoy the experience. Gun-wielding NPCs can be tough enemies, and even for the biggest battles, a player shouldn't be presented with more than 10 at once. (That is, if you expect them to fight with ordinary weapons.) Spacing between these enemies is also important. A group of enemies with little to no spacing can present a great challenge to a player. Friendly NPCs should all have something to say, first and foremost, and should add to the overall atmosphere of your map or mod. An NPC that doesn't say or do anything is an NPC that might as well not be there, so use entities in maps to make them more lively.

What the people want (Multi-Player)

Design in Multi-player is very different from single player. It comes down to the game you are designing for, and the gametype that it is intended for play with.

  • Counter-Strike: Source

The most important part of a Counter-Strike map is that is balanced between the two teams. Counter-Strike maps are also generally non-symmetrical, something that should be taken into account when designing a map to be balanced. Larger maps in Counter-Strike should also be avoided. Unless you intend a lot of people to be playing, a map should be completely playable and fun with a smaller group. Players expect their maps to be exciting, where members of the enemy team could be waiting around any corner. Detail, unlike in single player mapping, is less important, but don't let that stop you from making the map realistic, like a working office, or a town where people could live.

  • Half-Life 2: Deathmatch

The most important part of Half-Life 2: Deathmatch mapping is including plenty of physics props for people to play around with and use as weapons with the gravity gun. Otherwise, the design principles of Counter-Strike apply here as well.