First Map Ever - Thanks IchI!

egoncalo

Newbie
Joined
Jul 3, 2005
Messages
282
Reaction score
0
Here's my first map ever, DM_Crossfire! Preview screen, followed by the download at FileFront!
Preview.jpg


http://files.filefront.com/DM_Crossfire/;4247143;;/fileinfo.html
 
From the screenshot it looks pretty cool. Very nice for a first map.

Might look cooler with an open top (skybox), and some more interesting textures :D

This map looks like it might have been pretty boring to make though, a lot of tedious symmetry for the mapper. On your next map, make a scene up, like a library or hospital for example. Creating a realistic place makes mapping a lot more fun :E

Two thumbs up!
 
The symmetry in its current form will (I predict) not be conducive to intuitive movement throughout the map. By that I mean that with everything looking the same players will find it hard to quickly ascertain their location in the map and the positioning of the surrounding key points (such as weapon locations, medpacks, powerups). Creating an environment the player can navigate intuitively is essential to all maps (with the exception where map locations are designed to be difficult/hazardous to locate and/or move around in). In addition to this creating a map whose properties allow the player to learn the basic layout quickly is particularly important for multiplayer games. Methods for achieving this and their explanation can be found below:

- Alterations to a common theme -
Even if you have a strong, repetitive theme throughout the map (doors and corridors in a repeated style, rooms of similar shape and dimensions), you can make small changes to aid the player in their navigation of your map. These changes can be manifest as incongruences resulting from damage/disrepair (passive change), meaningful or predestined alteration of state (programmed change) or additions which have significantly altered state (active change. Each one of these examples gives the player important information about where he is, his status or state within the map.

- Passive Change -
This deals with damage resulting from external influences: such as weapons fire, demolitions, and erosion and natural damage in the case of outdoor environments; disrepair: such as burst pipes, the overloading of electrical circuits, doors not fully closing; and inoperation: as in dead light bulbs, battery-powered machinery or systems.

- Programmed Change -
Emergency lighting, etc.

- Active Change -
Small, "man-made" additions such as graffiti, posters and other affixed visual media, make-shift walkways, gantries, loading platforms (specific to that location), hazard lighting, situational lighting and texture (as in color-based team multiplayer maps).

---

I went a bit overboard (gonna write a tutorial/guide on this I think) but in your case I'd suggest having different coloured lighting in the 4 different sections and maybe slight texture variations. Including featured textures/structures (what I'd term "signposts" or "road signs") will also help your player recognise the quarter of the map where he spawns or identify where he wants to get to.
 
I highly suggest renaming it, as there's already a well known crossfire map, the layout of which dates all the way back to hl1.
 
MetalPirahana thanks bro! Crispy thanks for the all advice, if you have MSN or AIM I'd like to get some advice from ya. SixThree I'll get some ASAP. FictiousWill I suppose I can change the name, didn't really plan for the map to be serious, named it on a whim. Any ideas? Thanks again guys!
 
Yea I was just fooling around with Hammer, I actually enjoy mapping now
 
Its actually pritty good to say its your first map. Mine sucked so bad. Infact I don't even think I had working lights. You have added weapons and everything, kewl stuff.
 
Very impressive for your first map. I'd also recommend changing the name, and could we get some in-game shots please. :D
 
my first map was a room with a door in it. atleast my first map for hl2 i cant remember my first ever map.
 
Back
Top