Author Topic: Installing SDK, what to make?  (Read 802 times)

What should I make for a map?
« Last Edit: September 29, 2010, 06:59:12 PM by MasterBlockMan »


A box with mat_fullbright 1 on.



Start out with a miserably textured and lit room that you used a tutorial for every step of like everybody does. You're probably going to be so proud of it,  but don't delude yourself into thinking it's good and never show it the light of day. Read more tutorials, make a second map, post that one. Get horribly berated by insults and negativity. Read more tutorials, improve what people said sucked and make a third. Post that. Repeat this process until you stuff out a map that with any luck will be mediocre. This can take months.

That's the reality of mapping for you.



Painstakingly construct a giant, 3-D-connect-the-dots from small cubes, and connect them at random with small bridges or stairways, surround the whole thing with kill triggers, and deathmatch on it.

Masterblockman?
MasterLegoDude?
Err..

Anyway, just make test maps you'll never show for now, try getting experience of it, THEN start to make maps.

Don't make any sort of defensive positions for people to hide behind because nobody will ever use them.
Don't make the map a two-sided head-on assault map, keep things open and sprawling and have player spawns pretty much everywhere.

Hl2DM is a fast-paced game, nobody stays in the same spot for too long

Don't make any sort of defensive positions for people to hide behind because nobody will ever use them.
Don't make the map a two-sided head-on assault map, keep things open and sprawling and have player spawns pretty much everywhere.

Hl2DM is a fast-paced game, nobody stays in the same spot for too long
Oh yeah don't forget physics props. Props EVERYWHERE. Gravgun is the best gun.