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NinJa

Darmuh's Mapping Guide

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Hello and welcome to Darmuh's guide to not making a shitty map. This guide will be split into 3 sections: Design, Traps, and Theme. Each section covers an important part to making a deathrun map that will be both enjoyable to play and enjoyable to see.

Design

The layout and design of a map is very important. It must be fluid for the activator to activate traps.

This means that multiple routes are usually not possible as the activator needs to be able to see what he is activating (although you can get around this under the right circumstances).

It must also be fluid for the jumper in that he can run through the map without bugging a trap, getting stuck while staying alive, or running into invisible death triggers (or invisible clips for that matter).

You want to clean up your map as much as possible. That means no glitching double textures, no random blocks sticking out of the wall, and textures that generally look good together.

Jumpers should not be able to pass the first trap without the acti even getting to reach the first trigger. Additionally the space between trap triggers on the activator side should be smaller than the space between traps on the jumpers course, so jumpers dont bhop past half of all traps, if not even all of them. Even if bhop is disabled, activator should not have to worry about being outran to the traps. (Added by DeltaBoss) This can be done by a simple door in front of the jumpers that opens after a period of time as Lossy said.

Keep your map spacious! Nothing is worse than having a busy server with many people trying to squeeze in to a single file gap or everyone jumping on to one tiny platform then complaining about blocking. Even if the server has 1.7a it can still be really annoying. Keep it like at least 2 or 3 players wide and on parts with small platforms have a lot of them. (Added by ISDP Slay, reworded by Darmuh)

If possible, try to add realistic values to the map. If you have floating platforms give them some support from the ground (if this compromises a trap then just leave it floating). This of course is not necessary but is always a nice touch to a map.

Trap Design

Avoid using commonly used traps. Spinning hammers, random nonsolid platform, and spikes are overly used in deathrun maps. If you are going to make a deathrun map please try and have some sort of trap that is unique. Part of a map's playability is it's difference from other maps. If your map is just like the others just in another environment then it will likely not receive well.

SERIOUSLY, invent a trap! Your map will be much more fun if there is an elaborate trap that hasn't been done before. Sometimes it doesn't even have to be elaborate but if it requires the player to think, then it's a good trap!

Avoid using random areas of floor as non-solid as traps. Why you may ask? Because most would mistake it for being a bug in the map and while you may think it's a trap I think it's an excuse for lack of trap ideas. If anything, make sure that when you make a block nonsolid you hide(); it as well.

If your trap bugs out on jumper interaction, try to fix it! The worst that can happen in a deathrun map is a player bugging a trap. Whether it be a spinning platform that a player wedges himself underneath to stop it, or simply pushing the player to be able to glitch, it has got to be fixed. Not only will this be annoying for other players, it will likely be abused more than a woman in a sex offenders prison.

Theme

Theme is VERY important. If you name your map mp_dr_rockets there damn well better be rockets in your map. The name of your map should be based off of what it looks like and the theme it portrays.

If you have a theme, have some traps specifically for that theme! For example if your theme is space, you better have the map set in space with space themed traps.

Your theme does not require you to add custom weapons, models, etc. to the map. Only add what is necessary to completing the map's theme. Things like astronaut models for space maps are definitely not needed and if anything will only complicate the map making process. Custom weapons? A lot of server hosts will have problems with your map as adding custom weapon models is not easy.

Side Notes

Never release a map with bugs in it! Not only is that annoying for people playing it, but it shows that you did not give your 100% on your map. Sure you can miss a bug or too but that's what testing is for. Don't release a map till you're certain it's ready.

If it's your first map, I suggest you keep it simple without a theme and just get the basics down. Once you've made a complete map you'll be ready to actually make a map. Your first map should never be released.

If you ever want to do something complex and are unsure about how to do it. Ask around. As long as it's not a question you can find with a google search people will generally help you.

Always use google search before asking someone for help. Not only will you not look like a dumbass, but you will become self reliant and not be dependent on others to do everything for you.

Don't be an unfair mapper. This means no vip rooms, guid privileges, map author hacks etc. Not only is this an extremely douchey thing to do, hosters wont play your map and people will find a way to spoof your guid to abuse your privileges. Likely resulting in the backfire of your secret.

Secrets that are faster than doing the map are bad/lame. (Added by ISDP Slay) Also don't add secrets at the start of the map that takes you to the end of the map, otherwise it defeats the point in deathrun.(Added by lossy)

Try to create something; a feature, trap, or anything that will make your map 1 of a kind (unique).Make something unique and people will instantly remember your map for it. Make something that makes it different than any other map. Make something that will make your map stand out amongst the rest. (Added by Wingzor)

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Thx Nija 

this helped me so much keep on dude ++++

you do realize this is from the beginning of 2014? Ninja hasn't been here for a long time
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