Your First Map: Difference between revisions
(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.