09 Mar 12, 11:23PM
The best mapping tip I can give is to find your own style, even if you use ideas from other maps, have that 1 thing that will set your map apart from the rest.
Keep in mind that the engine is meant for small, indoor maps that can be faked to look like outside areas. Giant, wide open maps catering to snipers can be fun for some, but if you want your map to be played competitively by the majority of the community it should be a reasonable size (mapsize 7-8) with a good amount of solids. The F key is your friend. :p
Only use heightfields where you need them. More heightfields = more resources required for the engine to run the map. That doesn't mean you shouldn't use them, but if you have an 8x8 cube heightfield with only 2 cubes actually using them, the others are wasted and your map could run better for some if only the 2 were heightfielded.
Brainstorming > Layout > Other Geometry > Textures > Details > Models > Flags (if needed) > Pickups > Spawnpoints > Lighting > Testing > Release
I create maps in that order, of course you can do things different.
Keep in mind that the engine is meant for small, indoor maps that can be faked to look like outside areas. Giant, wide open maps catering to snipers can be fun for some, but if you want your map to be played competitively by the majority of the community it should be a reasonable size (mapsize 7-8) with a good amount of solids. The F key is your friend. :p
Only use heightfields where you need them. More heightfields = more resources required for the engine to run the map. That doesn't mean you shouldn't use them, but if you have an 8x8 cube heightfield with only 2 cubes actually using them, the others are wasted and your map could run better for some if only the 2 were heightfielded.
Brainstorming > Layout > Other Geometry > Textures > Details > Models > Flags (if needed) > Pickups > Spawnpoints > Lighting > Testing > Release
I create maps in that order, of course you can do things different.