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Mapping Tips



1. Caulk and Caulk Hull

Caulk hulling is a relatively new process, in a nutshell its creating your entire map with brushes that are "detail" then placing directly over some of them like the floor for instance "structural" brushes made entirely of the caulk texture. This might seem wrong at first but it certainly seems right after your compile times goes from hours to minutes.

Also the best way to map is too make what your doing out of caulk, then texture it, this makes it a lot easier in the future and means you dont have to go over the map caulking unseen faces.

Caulk hull tutorial
Caulking tutorial
Texturing



2. limitations

There are limitations to the game engine, things like drawing distance, the engine can only draw so far and then it starts to become un-playable, you can only have so many brushes on screen before the fps starts to drop drastically, keep the fps high as you can. You can only have a map so open before it will start to lag the player. Compile times can give you an indication of how your maps going to play, if your compile is taking unusually long or days to compile then chances are its too extreme. Take a look at official maps and see how far they have pushed the boundaries. Take viewing distance for instance, mp_assault has quite a large viewing distance as you can see from one end to the other quite far. I doubt very much if you can have much more of a viewing distance, maybe a small amount more but you can judge from official maps and other maps you have seen and experiment.



3. Compile and test frequently

This is vital, keep testing your map as you build it, do not build it all at once then compile, you might want to build it out in rough at once, but that can be a tiresome way to do things but might be suitable for smaller linear maps. Always keep testing bits out, this way you can gradually improve your map and get a good feel for the size and layout of your map.



4. Saving maps

Progressively save your map, so that you can go back to older versions if something does wrong, i.e. say im making a map called town, well I may call it town1, town2, town3 and so on, you dont have to do it every save just when you think something might go wrong or that you want a backup version. I would also not have autosave on as you might be working on something and want to revert back or not save it.



5. Simple layouts

The simple layout maps are often the best in multiplayer. mp_beach is a simple layout as is mp_base. This is where a lot of people go wrong, by thinking big complicated maps show that you are a better mapper, this isnt the case, the simple layout usually means a more understandable, viable map for the player, this is not to say there are not good complex maps out there.



6. The Grid is your friend

He aligns everything up and keeps everything clean, things start to go wrong if your making your entire map using a low grid setting, like grid size 1,2,3,4 simply because you'll have to zoom in to align everything, where as if you use a grid setting like 5 or 6, 7 or even 8 you can be confident that everything's aligning up nice and you dont have to zoom in to make things as you can clearly see brushes lining up. Then when you need to make a smaller brush, zoom in and make the grid smaller.


7. Clipping

Clipping is a great way to manipulate brushes into shapes you need, dont forget you can do 2 and 3 point clipping a well as use points to move faces about.



8. Fix errors as you see them

When you making something you might spot an error someplace and think "ill fix that later" chances are you will forget where it was or all about it, so fix things as you see them



9. Overall light, set an ambient setting

To avoid pure black shadows, (it just doesnt look right) set an ambient level in worldspawn. If you dont know how, see here



10. Sounds

Ambience is vital in creating a good atmosphere for your map, silent maps just dont seem right. Placing a few sounds in makes all the difference, such as wind, birds, electrical noises, voices, coughs, footsteps, planes, trains, cars etc. So dont forget to add some ambient sounds in your map, if you dont know how check out the tutorial here



11. Keep To Scale

Scale is sometimes overlooked, but if you miss the scale your map wont look or feel right. You might notice that in 1st person view you feel higher up than if you look at the other player models (3rd person view essentially) This means the scale may look correct in 1st person but when you see the players in the map it might look too small or too big, the solution is a simple one, scale to the size of the info player start but not to 1:1, just make certain things slightly bigger, key factors are ceiling heights and door heights. Dont forget in wolf you jump pretty high so making the ceilings low makes it feel cramped, unless your going for htat feel. If you make doors scaled to 1:1 they dont look right in 1st person view. Take a look at the official maps scaling of doors and some ceilings in relation to the info player start, doors need to be about 1.5 scale.












 
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