There are a few things a mapmaker
must keep in mind to produce a good map:
-
Layout
-
R_speeds
-
Texture usage
-
Lighting
-
Originality
-
Fun Factor
Here are some questions to ask
yourself about your map's layout:
- Does one team have an unfair
advantage in distance to goals or more coverage by terrain/walls?
- Are there multiple paths
to travel?
- Are there places no one will
go to (dead ends) ?
- Does the layout promote high-replay
value? (Would you play this map more than an hour straight??)
"R_speeds" is a term
that describes exactly how much crap (polys) is visible and how
fast your computer can display it (fps). It is said that a good
map's r_speeds range from 200-400. This however isn't so strict
anymore. Computers have tripled in speed (MHz anyway) since this
standard. I'd say decent r_speeds can be 200-500 in higher traffic
areas of your map and 500-900 in areas in which millions of guys
won't be fighting. you can go higher than 900-BUT avoid it IF you
can. My de_walmart_final map has some very high r_speeds in some
places, but there wasn't much I could do to prevent it, because
of the natural layout of a Walmart store. I could of stuck a giant
wall in the middle of the store as a VisBlocker (brushes put in
the map to section of areas and minimizes visibilty, thus reducing
r_speeds), however it wouldn't be a much of a Walmart then.
How do you access r_speeds?
While running the map, open your console and type in "r_speeds
1" to turn on, "r_speeds 0" to turn them off. Here's
a pic below:

Note:
You must have "sv_cheats" on for the r_speeds to stay
visible when you close your console. Not a problem when you're running
your map from WC.
What does it mean:
- "42fps" - I'm currently
playing with 43 frames per seconds.
- "4 ms" - I have
a lag of 4 milliseconds
- "476 wpoly" - There
are 476 "wpoly"s visible at the moment. This is what
is referred to as your r_speeds - the number of brush polys visible.
- "882 wpoly" - There
are 882 "epoly"s visible at the moment. This is the
number of polys visible made up of various things - models, player-models,
weapons on the ground. 1 epoly is a face of a model object.
R_speed reducing techniques:
1. Don't touch surfaces. The simplest
way. When a brush touches another brush, they aren't divided along
that axis to form 3 total brushes or more, depending on the intersection.
Many brushes don't need to touch the floor or walls. For example signs,
posters, chairs- make them hover 1 unit above the floor/wall. To see
the effects of brush-touching, while playing your map by yourself
(sv_cheats on), bring down the console and type in "gl_wireframe
1". That will highlight the edges of brushes, allowing you to
see where fixes need to be made.

See the lines? See
how the stairs touch and divide the wall? Not good. Creates unnessary
brushes. Instead, shave off 1 unit from each side.

This box is floating 1 unit
off the ground. No one can tell.
2. Use VisBlockers - Place walls
in the way of other rooms; open areas, etc -but do it in a way that
fits in your level. Extend your design to compensate for the r_speed
factor-don't ruin your design by obvious quick-fixes.
3. Scale up textures that can
be scaledwithout noticing, usually the ground can be scaled up to
at least 2X (which makes 1/4 th the polys after compiled, since
brushes are also split up by textures. Use the gl_wireframe command
to see this in action.
Cs_office is a prime example
of good texture usage. Variety please. Know when to reuse and when
to use new textures. Who says a corridor has to be flat? Bring out
the bumps in textures:



Use different colors, angles
depending on the source. Experiment with shadows and lights. The
same level of light everywhere.....sucks. This is pretty common
sense I guess.
Exactly how many dust-italy-aztec
clones are there? 9.3 trillion. What map would you go out of your
way to download? de_dustathon99k? probly not.
| 6. Fun Factor -
most important!! |
Would you vote for your map?
Some maps have the crappiest lighting, textures, etc, but they are
still fun as hell (fy_iceworld? ^_^). Some maps have the opposite
(not as often the case) but just plain not fun or original. Which
one is gonna get played more? Interactivity really boosts the fun
factor. Computers, buttons, sounds. This area can really be scientifically
defined, so use your gut. Fun? Good. Not very exciting? Fix it.
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