How to Develop a Map That Works: Difference between revisions

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[[Category:Level Design]]{{cleanup}}
Some general advice regarding level design.


This page is intended to give advice to the fledgling mapper about how to start a map so that it has a better chance of being playable in the end. It does not go into any technical detail, so you should follow other pages to become proficient in the basic construction of a Source level first.
== Planning ==


== Planning on paper ==
''Don't touch [[Hammer]].'' Instead, start with pen and paper. It's much more difficult to change the fundamental layout of a map once you start adding detail.


It's much, much harder to change the fundamental layout of a map once you start adding detail.
For [[Counter-Strike]] maps, consider:
 
* Most real-life locations involve repetition and large open spaces with few features; they would make terrible game levels.
''Don't touch Hammer.'' Always start with pen and paper. Sketch up your basic idea, drawing on real-life environments you've seen, but recognising that - if reproduced precisely - most real-life environments would make terrible gaming environments. Then think of as many variations on that as you can. If you're constructing a Counter-Strike map, think about where the meeting points will be (when the two teams see each other for the first time). Think about snipers and campers. Think about bombsites, their accessibility and defensibility (both for the CounterTerrorists and Terrorists). Think about visibility, both player to player (when players can see each other) and player to world (how much world is going to be rendered for the player as they move around).
* Meeting points, where the two teams see each other for the first time. Careful spawn placement and timing is the foundation of great maps like [[de_dust]].
* Bomb sites, defensive positions and sniper nests. How would players from either team approach a certain area? How close is the bomb site to a meeting point?
* Performance, how efficiently will the map run on a computer? Vast football-stadium maps will typically fare poorly, while closed spaces with lots of twists will perform well but suffer in gameplay.


== Building ==
== Building ==


It is a good idea to concentrate on the layout of your level, and apply textures & lighting afterwards. Create the basic map structure using dev textures (type "dev" in the filter box) and big, simple blocks. For a Counter-Strike map, place some spawn points, some buyzones and some bombsites. No stairs, just ramps.
Valve usually builds "orange maps" with bare gameplay essentials before actually working on level art and textures. Concentrate on the layout of your level, then apply textures and lighting afterwards. Create the basic map structure using dev textures (type "dev" in the filter box) and big, simple blocks. For a Counter-Strike map, place some spawn points, some buyzones and some bombsites. No stairs, just ramps.


=== Optimization ===
* Optimize at every step of map creation.
* Turn on ''[[Snap to Grid]]''.
* Don't overlap brushwork, for purposes of neatness and organization.


For Counter-Strike maps, consider optimization during every step of map creation. Make sure ''Snap to Grid'' is On. Use the ''Carve'' tool cautiously (don't use it to carve odd-shaped holes). Reduce the size of your grid for detail work so you can still ''Snap to Grid''. Make use of the nodraw tools texture for brush faces that will be hidden. Do not overlap brushwork. This isn't to say that you should actually start optimising your map now (adding hint brushes, portals, etc) but you should be mindful of the concepts mentioned here so that your map is constructed optimally and doesn't hinder optimisation later.
This isn't to say that you should actually start optimizing your map now (adding [[hint brushes]], [[area portals]], etc) but you should be mindful of the concepts mentioned here so that your map is constructed efficiently.


Fire the map up and see how it flows. Make sure meeting points are timed correctly. Make sure visibility works the way you intended. Make sure spaces feel the way you intended.
Playtest early. Ensure meeting points are timed correctly and "main arenas" do not cause low framerates.


=== Multiplayer Game Balance ===
== Balance ==


Then unleash 20 bots on the map, and let them go at it for an hour. If the result of that comes out significantly in favour of one side or another, try to figure how to re-balance the map. Watch where the bots meet up, or see whether there's a camping or sniping position that you didn't think of that gives one team too much of an advantage.
Unleash 20 bots on the map, and let them go at it for an hour. If the result of that comes out significantly in favour of one side or another, try to figure how to re-balance the map. Watch where the bots meet, or see whether there are certain positions that gives one team too much of an advantage.


Once you're sure that the map works correctly, then you can start thinking about making it pretty by adding textures, details, props, sound, etc.
Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc.


{{otherlang:en}} {{otherlang:en:jp|How To Develop A Map That Works:jp}}
{{otherlang:en}} {{otherlang:en:jp|How To Develop A Map That Works:jp}}


[[Category:Theory]]
[[Category:Level Design]][[Category:Theory]]

Revision as of 14:15, 24 December 2005

Some general advice regarding level design.

Planning

Don't touch Hammer. Instead, start with pen and paper. It's much more difficult to change the fundamental layout of a map once you start adding detail.

For Counter-Strike maps, consider:

  • Most real-life locations involve repetition and large open spaces with few features; they would make terrible game levels.
  • Meeting points, where the two teams see each other for the first time. Careful spawn placement and timing is the foundation of great maps like de_dust.
  • Bomb sites, defensive positions and sniper nests. How would players from either team approach a certain area? How close is the bomb site to a meeting point?
  • Performance, how efficiently will the map run on a computer? Vast football-stadium maps will typically fare poorly, while closed spaces with lots of twists will perform well but suffer in gameplay.

Building

Valve usually builds "orange maps" with bare gameplay essentials before actually working on level art and textures. Concentrate on the layout of your level, then apply textures and lighting afterwards. Create the basic map structure using dev textures (type "dev" in the filter box) and big, simple blocks. For a Counter-Strike map, place some spawn points, some buyzones and some bombsites. No stairs, just ramps.

  • Optimize at every step of map creation.
  • Turn on Snap to Grid.
  • Don't overlap brushwork, for purposes of neatness and organization.

This isn't to say that you should actually start optimizing your map now (adding hint brushes, area portals, etc) but you should be mindful of the concepts mentioned here so that your map is constructed efficiently.

Playtest early. Ensure meeting points are timed correctly and "main arenas" do not cause low framerates.

Balance

Unleash 20 bots on the map, and let them go at it for an hour. If the result of that comes out significantly in favour of one side or another, try to figure how to re-balance the map. Watch where the bots meet, or see whether there are certain positions that gives one team too much of an advantage.

Once you're sure that the map works correctly, then you can start thinking about adding textures, details, props, sounds, etc.

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