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Old 01-08-2009, 23:34   #1
ics
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Default For educational purposes and people who like to start mapping

As you might have seen, the map of mine de_varasto_v3 is now on VIA server and some of you have previously played it's earlier versions, which had an unfortunate bug that made server crash. The version _v3 does not have that anymore since i fixed it but let's put that aside.

The reason why i type to you here is to tell you how to start your own map and what to put in it. I will use that varasto map as a base and explain how i did the things i did with it. First thing you need to do is to have a somekind of idea what you are doing. Pick a theme and what you want to have in your map. Then start doing basic layout, perhaps just a road that leads to bombsites, CT and T bases and so on so you can start building certain areas after that and add details, etc.

Since the map name was varasto (translates as warehouse) in english, i sorta planned the whole thing for an industrial area within a city. So you can see in the map that there are several buildings. Warehouse (T-base), another smaller one with crates and stuff. First CT-base was also in a warehouse but i ditched the plan after i saw that the area needs some more detail and map needs to be more open. I added office area, some construction site to add more details and look and feel. The other bombsite was an expreriment which was sorta fun to do. I didnt saw that method used in any other map.

But maybe words dont tell you or mean anything to you, so i just skip to the point where i will show you an early alpha version of the map. This is the version which i showed only to a handfull of people while i was building the map. Download it from this link and have a look before you continue reading. Just put that map into your cstrike/maps folder (open it from that rar package first of course) and then just type in your game console map de_varasto_alpha and you are done:

http://ics-base.net/css_maps/tutoria...asto_alpha.rar (as it looked on 30th of March 2008)

Yes, it looks crappy and cruel, not much details there but in the end, it became the map it is today. (final version http://tomi.1g.fi/ics/maps/de_varasto_v3.rar ), originally ready on 3rd of August, 4 months later. Fixed into current condition, 31st of July 2009.

As you can see while comparing the 2 maps, there are lots of things i had to change so it will run fine and isnt too compilcated. Also due to fps fixes, i had to do some layout changes. I will now demonstrate with pics some of the things what i changed and explain why i did so. Explanation below the pics why i did the changes.



(alpha version) http://ics-base.net/css_maps/tutoria..._alpha0010.jpg

(final version): http://ics-base.net/css_maps/tutoria...sto_v30018.jpg

The bombsite building is pretty much the same but that building there caused some serious problems for T's to actually get into the bombsite A there. Too large chokepoint and the building didnt cut visibility + it looked kinda crappy.


(alpha version) http://www.ics-base.net/css_maps/tut..._alpha0013.jpg

(final version): http://www.ics-base.net/css_maps/tut...sto_v30017.jpg

In this pic, you can actually see that crappy building there again and the game engine sees over that building all the way to CT-base. If you just look the fps down there on the lower right corner, you can see the actual result of changing the outlook in the like it is today. 200+ fps more! You can also see that sewer there but it's much more different in the alpha than it is in the final version. Just take a look that that old alpha version in-game. Reason why i changed it was that you got lost in the maze down there. Seriously!


(alpha version) http://ics-base.net/css_maps/tutoria..._alpha0011.jpg

(final version): http://ics-base.net/css_maps/tutoria...sto_v30016.jpg

Yet again in the alpha, the area is way too open and it being open, fps is crap since the visibility is not really cutted anywhere there + the building looks kinda crappy. So in the final version pic, you can see that i added higher walls there and additional building which cuts the visibility nicely. Same large door to the warehouse is there but there are more details added and the end result is more nicer looking.


(alpha version) http://www.ics-base.net/css_maps/tut..._alpha0012.jpg

(final version): http://www.ics-base.net/css_maps/tut...sto_v30015.jpg

Here's another change, victim of fps optimization. The door is lowered so not too many spots show at the same time and players cant see the other players too soon. Also there are those 2 windows which you could see into bombsite B in alpha version. These are closed in the final due to fps optimization and for playable reason - too big advantage for Terrorists if they are left open.


(alpha version) http://www.ics-base.net/css_maps/tut..._alpha0009.jpg

(final version): http://www.ics-base.net/css_maps/tut...sto_v30019.jpg

So here are 2 pics that quite nicely tell the tale which one looks better. The large warehouse (CT base) is removed and replaced with a nicer scenery. Also the big box there in the alpha version is covering the doorway that is visible in the other wall at the final version. This change was made so that fps would be better and visibility to be cutted better. Some textures are also changed but the overal layout has stayed the same since the beginning.



There are many many many other changes but i cant list them all here. All i have to say is that the alpha version had a lot more routes than the final one. Check it out and you will get lost. Main reason for closing down some of them is that the map became too complex and some of the routes didnt actually server their purpose. Some i closed down due to them being too quick and due to fps issues.

One more pic proving what you should not ever do:

http://www.ics-base.net/css_maps/tut..._alpha0008.jpg

Do not nodraw displacements like i did in that pic at the alpha version. Just destroy those faces if you do not need them.

http://www.ics-base.net/css_maps/tut..._alpha0014.jpg

This image shows a route that connected the sewer area into this lobby area here. The reason why i cut it off was that it didnt serve a purpose. There is also a door open in this pic behind the blocky wall. That door has been sealed and that wall removed in the final version. Those only made the map too complicated to learn. There are already many routes even now, no more is needed.


Remember, as long as you have a valid idea what you are doing which you can always retune by adding something to areas that are sort of empty looking, you have many options and you will never get bored! If you hit a dead end in one spot of your map, leave it alone. Do some other spot instead and the solution reveals itself to you later when you return to that spot and think it over. I did this map originally for a period of 6 months and most of the time i spent for optimizing the map and detailing it to the max. Obviously i didnt do very good job hence the crashbug fixes but it takes its time to build a nice looking and working map. Basically 3 months was building, last 3 optimizing untill i got into satisfied level.

Finally, if you would like to see how i did the map as it is today, you can download the hammer .vmf file. Remember, this is only for educational purposes. You are not allowed to make edits or remakes out of it. Download the vmf file from this link http://tomi.1g.fi/ics/maps/vmf/de_varasto_v3_vmf.rar

I warn you, the things i did may not be "the right way" but with the current changes, the map runs more smoothly than ever. Obviously there are some oddities in this map like windows that are windows outside but if you look them from the other side, you see only a wall there. Also the graveyard doesnt really fit the map theme but i decited that there will be one so i added one in the early stages. Its very hard to do a realistic map but it's onlyt a game and i am not an architecht

The map page at my site http://ics-base.net/css_skins/if_maps_varasto.php

I hope this helps or inspires you people who would like to start mapping yourself. Feel free to ask any questions about this map or mapping in general, i'll try to reply.
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Last edited by ics : 07-08-2009 at 14:43. Reason: Fixed the vmf-link, pointed to the map file
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Old 02-08-2009, 00:00   #2
Keyri
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can thsi be stickied and moved to mapping area ??
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Old 02-08-2009, 00:02   #3
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Reason why i posted here instead of that is that not everyone can see the other area as far as i know and i wanted to encourage everyone who is interedted about mapping, not just VIA folks
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