• What makes a map good?
    36 replies, posted
I wanted to ask you guys, what makes a (gm_)map good? I’m not asking like, light or shapes, but ideas and things like: big or small, simple or complex? ~LinkPlay
Well there's no real forumla, visuals are good but at the same time it depends on what you're making it for. What gamemode is it for? Because building, NPC wars, TTT, ect all use gm_example maps.
Good lighting, brushwork, texturing and optimization?
A normal gm_(construct) map, like some of [url=http://www.garrysmod.org/downloads/?tag=gm_]these[/url]. ~LinkPlay9
Good looks Properly optimized Fun to play on Lots of replay opportunity
Also, make sure it suits it's art style. For example, if you're making a City-17 based roleplay map, don't have Ep2 trees and old wooden textures. Use dirty brick and industrial textures.
FYI: Im starting to make a map and I just wanted to know your opinion what you think is the best, so write what you think. I might ask stuff, but not "how do I use Hammer" stuff! ~LinkPlay9
BTW you don't have to sign all your posts.
Depends on what it is designed for. A 'eyecandy' map would require attention to detail, good lighting and proper optimization. A map designed for fighting things in or a GMod map should provide more opportunities for good gameplay, but could include some of the aforementioned things.
[QUOTE=applemaster;30969827]BTW you don't have to sign all your posts.[/QUOTE] D:
Good flow. No long dead ends with a lot of back tracking. Indication of where to go or what to do, mostly in linear maps. Atmosphere, style, etc. This is like color combination, architecture and composition.
Optimization is most important in my opinion.
Most important in my mind is finding a niche where others don't go. I created a lot of first maps back in the day, and i'm working on something that will be a very big shaker to what you think is the norm... Find a niche and go with it, don't conform to a set standard. Push the boundaries and make your name something that people link with a few good solid maps.
It's got to make a political statement and have an info_player_start.
Unique design and idea. So make maps that hasn't been made before.
time and effort.
A good map takes theme and playability. It can be all stock HL2 as long as its good and fun.
Fun-ness Flow Optimization Visuals These elements should come automatically to anyone who knows what the fuck they're doing [editline]7th July 2011[/editline] It's like asking what makes a roadway IRL good, not too windy, not too steep, not too narrow, not too wide, tall enough underpasses, not falling apart, not going into a river of shit, etc etc
[QUOTE=Folgergeist;30980321] [editline]7th July 2011[/editline] It's like asking what makes a roadway IRL good, not too windy, not too steep, not too narrow, not too wide, tall enough underpasses, not falling apart, not going into a river of shit, etc etc[/QUOTE] -.-' Wrong forum.
[QUOTE=LinkPlay9;30982211]-.-' Wrong forum.[/QUOTE] How?
Its the wrong forum to blame me for not knowing what YOU like about maps, because thats what i was asking for...
[QUOTE=LinkPlay9;30985950]Its the wrong forum to blame me for not knowing what YOU like about maps, because thats what i was asking for...[/QUOTE] It's not what we like about maps it's about what makes them good. A good map can still be disliked by others just because the style is not to their liking. And visa versa A bad map can still be liked by some people. Keeping to the rules is one thing finding a style to map to the other.
Nobody blamed you for not knowing. You wanted to know what makes a map good, and everyone made valid points.
[QUOTE=Folgergeist;30980321] These elements should come automatically to anyone who knows what the fuck they're doing [/QUOTE]
That's not a direct insult. That's a perfectly logical statement as the things he said were pretty basic.
okay, you won... :P
[QUOTE=LinkPlay9;30992207]okay, you won... :P[/QUOTE] [url]http://www.facepunch.com/misc.php[/url]
I won? I hadn't realized it was an argument, I was just rightly defending them. [QUOTE=Firegod522;30992427][url]http://www.facepunch.com/misc.php[/url][/QUOTE] That page has never been the same since Garry removed :smith: and :smug:
[QUOTE=BioResearch;30985979]It's not what we like about maps it's about what makes them good. A good map can still be disliked by others just because the style is not to their liking. And visa versa A bad map can still be liked by some people. Keeping to the rules is one thing finding a style to map to the other.[/QUOTE] You can even look at games in the same way. Halo is bug free and uses concepts that proved themselves in games that came before. However, whilst some people will praise it for being bug free and use solid concepts, i find it a boring game, because they haven't tried to push the envelope. In comparison, boiling point was an immensely buggy game, but they took a chance with concepts that hadn't been seen before, such as the drivers test for various vehicles, weapons that will jam or malfunction more as they get older etc. Even though it has issues, it's a fun game to play.
I follow the philosophy of exciting, npcs and explosions. Others may make expansive detailed build maps, but ya.
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