Talk:Single-Player Mapping Tips

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I'd like to see more on AI usage, but then I would wouldn't I? --TomEdwards 08:01, 12 Jul 2005 (PDT)

I might add some more, fairly generalised AI stuff, but I think the first task may be to put a lot of the tips into sub-categories with headings to tidy things up. Oh, and many thanks for the excellent additions, Mr. Johnsto! :-] --Cargo Cult 08:06, 12 Jul 2005 (PDT)
Added some sub-headings. Reckon they're about right? --Cargo Cult 09:53, 12 Jul 2005 (PDT)

Multi-Player Mapping Tips

Why is there only a section about singleplayer? A lot of this tips are more or less neutral (single/multiplayer) and considering the high popularity of multiplayer mapping there should be a section with general tips on this, too. I see this article is taken from an original VERC article (I miss those) but the nature of a Wiki should allow to modify this.

I think it should be renamed to "General Mapping Tips", with all the single-player only (and probably a few new multiplayer) tips moved to a sub chapter. So... I'd like to add some general MP tips. Is anyone actually reading this discussion here? Reaper47 03:59, 2 Jul 2006 (PDT)

single player mod

i dont think its explained anywhere how to build these levels into a single player mod, i tried to find one but cant, anyone know what you do? something about maplist.txt i think

when i click 'new game' on my mod its a blank menu and help would be apreciated

Building a no-code single-player 'mod' seems to be a bit of a black art at the moment - all the single-player maps I've seen so far have had to be unzipped into hl2/maps/ instead of having a nice folder to place in SourceMods.
I do have a semi-functioning mini-mod for Metastasis, though, and I'll try and finish the 'skeleton' and upload it here at some point soon. Hope that helps! --Cargo Cult 16:23, 1 Aug 2005 (PDT)
Thanks, that would certainly help --InvaderZim

non-neutral section

While I think most of this can be agreed on by people I removed the point about not allowing the player to backtrack intentionally; I think that point is VERY opinionated. In fact, if anything, most mappers I know would consider restricting the player and not allowing them to purposefully go back and explore for supplies etc very poor design (as opposed to FORCING the player to do extreme amounts of backtracking). If it's there I think it should be in some kind of context, like when you are making a very long campaign (I.E. 30 minutes+ ). --MMAN

I added an edited version of the above tip back in as part of another one that it fit well with --MMAN

how do you make a gman scene???

I rlly want to get the chance to make a map where you start out like in HL2 with the Gman talking to you. but im not sure how. any advice??? --Lazy genius 22:57, 14 Jun 2008 (PDT)

WOW! I just went into the source SDK samples for the first level. it is MIND BOGLEINGLY AMAZING! I can understand why most of the stuff is there exept for 1 thing: THERE ARE MULTIPLE PLAYER STARTS!!! can any one explain why? and what dose this do to your map? AND HOW DO YOU MAKE A GMAN SCENE!!!--Lazy genius 02:01, 15 Jun 2008 (PDT)

The multiple playerstarts were used when ValvE cordon-compilled the maps, making Small changes take less time, while still being able to test them. as for the Gman scenes, try Choreography Creation for the scene itself, and how to implement it in the map. --JeffMOD 16:27, 4 Nov 2008 (PST)

When is it time for a level transition?

I wasn't sure where else to ask this, so hopefully someone will notice it and give me a tip. At what point during map making should I begin a new map to continue the game? Whenever I reach certain limits in the compiler? Or when entering a new area? Does it depend on the amount of time estimated that the player may spend in one map (by map, I'm talking about a map.bsp file)? Or is it entirely up to me, the mapper? --Mattshu 13:25, 24 February 2011 (UTC)

A lot of overall map design is about trade-offs between several things. In the case of transitions, what it does is that it first of all lets the player understand that he is done with the previous map, and can leave all of its tribulations behind him. Unless he is specifically instructed to, he will never relive that map again (unless it's part of a skybox vista). Loading-times are almost always annoying, but can be less so if they work as a breather in the action, like after the player has accomplished something difficult. There is no actual time-limit between loading-times, so if you can squeeze in two action-packed scenes and a breather in between, in the same map, go for it. ...but usually you will also have to answer to map and player memory limitations, so you should take the chance to transition when an opportunity presents itself. Another thing that marks transitions is long, featureless corridors. I've been told it has something to do with visleafs or something, but the way I see it is that if you walk into a transition backwards, you shouldn't have to see lots of left-behind entities suddenly disappearing behind you. Corridors are also rarely something that the player doesn't accidentally walk down. He only walks down corridors when he wants to get to a new area. See these corridors as opportunities.
--MossyBucket (formerly Andreasen) 14:33, 24 February 2011 (UTC)