Your First Map: Difference between revisions

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(Created page with "You've arrived at MapSpawn to learn how to create your first map properly with a philosophical perspective. There is a reason you're attracted to Hammer and the .BSP format, and it is because it is an incredible technology that has its base in 1969 with the creation of binary space partitions. This technology has been a long time coming! The first thing to decide is how you want to move through your map, or your general theme. For example if you want a WW2 map, you mig...")
 
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screenshots are your notes
screenshots are your notes
\
use Steam screenshot function it shows your progress over time and it makes you look authentic
 
Becoming comfortable with inputs and outputs
 
Scripted event of building exploding
 
Understanding 3DSkybox
 
How to actually see what you're doing
> filters
> draw distance, radiosity culling,
 
Optimize
 
Compile Errors
 
How to decompile
 
GCF scape is crucial
 
Saving your map files properly (Do not save on desktop)
 
Multitasking will kill your productivity
> brushwork
>Establishing texture connections
>lighting
>scripting
>troubleshooting
 
Stick to doing one, or all at the same time.
 
Establishing cool is your highest goal, when you feel something is cool you'll want to show it to other people. It's important when you show your work you contextualize why you're sharing it so you receive the correct feedback.
 
I have a square room, I don't understand how to fill it out!
 
Introducing paradigms, like the ring-a-round box. Don't reinvent the wheel!
 
What is Base16? Why is mapping organization crucial like drywall?
 
 
 
Step 1: Understand your goal is to establish workflow. This is no different than you holding an instrument and demonstrating you can play a scale. If you cannot play a scale, you are learning blind. If you cannot learn base16, you are learning blind.
 
 
Pressing f9 and hitting okay should produce within a few seconds your map compiled, playable, and in a windowed window. It is crucial this is step 1 because with this workflow, you can get troubleshoot very effectively.
 
 
Step 2. Establishing your entity baseline
 
 
Step 3. The map layout is roughed out and the crucial entites are in place
 
 
step 4. Making your vision visually cohesive as art and visibility
 
 
step 5 troubleshooting compiling errors
 
 
Step 6. Using console effectively to test your map
 
Learn how to control the most important variables, HDR, colour correction, reflectivity,
 
employ colour theory
 
Use Lights, spot lights, and sunlight. Masons only used sunlight!
 
fog + skybox
 
soundscapes are over 50% the feeling of the map, they can also be simple low res repeated sound files, like crickets
 
what is the real difference between Godlsrc and Source? embracing limitations.

Latest revision as of 14:18, 22 June 2024

You've arrived at MapSpawn to learn how to create your first map properly with a philosophical perspective. There is a reason you're attracted to Hammer and the .BSP format, and it is because it is an incredible technology that has its base in 1969 with the creation of binary space partitions. This technology has been a long time coming!


The first thing to decide is how you want to move through your map, or your general theme. For example if you want a WW2 map, you might as well pick a WW2 game. However when it comes to movement, you have several unique options:

The Specialist / Double Action

Stunting and diving

Natural-Selection

Flying, wall/ceiling walking, small vents

Day of Defeat / doi

Destroyed environment

Insurgency

Sven

Coop Half-life

Counter-Strike

Competitive, simplified visual harmony

tf2

Cellshaded

Gmod Horror/racing/tactical

MCV

Latest versions of Source engine with bots

Black Mesa

Source engine HL2

L4d

Portal


Next we want mapping to feel like riding a bike, many people navigate and use Hammer in a unique way, however I recommend you learn the 1 handed way because it is the most chill to start.

We will zoom in on areas that are confusing for beginning, like how to connect one room to another, and how to transition outside. Before you learn anything, do know that all mappers learn from looking at what other mappers do. See something cool? Decompile it and see how it was done.

Room > Connected to other room

Room goes to outside

Outside goes down a steep cliff

Elevator ride up

important entites, lights, particles, glow, ect

Compiling like a smart human

testing your map with special commands

screenshots are your notes use Steam screenshot function it shows your progress over time and it makes you look authentic

Becoming comfortable with inputs and outputs

Scripted event of building exploding

Understanding 3DSkybox

How to actually see what you're doing

> filters
> draw distance, radiosity culling, 

Optimize

Compile Errors

How to decompile

GCF scape is crucial

Saving your map files properly (Do not save on desktop)

Multitasking will kill your productivity

> brushwork
>Establishing texture connections
>lighting
>scripting
>troubleshooting

Stick to doing one, or all at the same time.

Establishing cool is your highest goal, when you feel something is cool you'll want to show it to other people. It's important when you show your work you contextualize why you're sharing it so you receive the correct feedback.

I have a square room, I don't understand how to fill it out!

Introducing paradigms, like the ring-a-round box. Don't reinvent the wheel!

What is Base16? Why is mapping organization crucial like drywall?


Step 1: Understand your goal is to establish workflow. This is no different than you holding an instrument and demonstrating you can play a scale. If you cannot play a scale, you are learning blind. If you cannot learn base16, you are learning blind.


Pressing f9 and hitting okay should produce within a few seconds your map compiled, playable, and in a windowed window. It is crucial this is step 1 because with this workflow, you can get troubleshoot very effectively.


Step 2. Establishing your entity baseline


Step 3. The map layout is roughed out and the crucial entites are in place


step 4. Making your vision visually cohesive as art and visibility


step 5 troubleshooting compiling errors


Step 6. Using console effectively to test your map

Learn how to control the most important variables, HDR, colour correction, reflectivity,

employ colour theory

Use Lights, spot lights, and sunlight. Masons only used sunlight!

fog + skybox

soundscapes are over 50% the feeling of the map, they can also be simple low res repeated sound files, like crickets

what is the real difference between Godlsrc and Source? embracing limitations.