by <hk> » Jun 8th, '13, 2:51 am
I have two ways to approach mapping:
1. I have an idea how the map should look like(textures, geometry). I then think of some corridors or rooms that fit the image. You just put in some tricks you know and by accident find something interesting. Sometimes you want to make a part(like a corner) look nicer by adding more detail. Then when you check how it looks ingame you rocketjump all over the wall and find a cool move with those changes you just made. That's how you come up with a new trick.
This approach takes a lot of work because you are constantly adding stuff to the map and remove things. It takes a long time. But the result will look nice and is fitting.
I mapped "confaces" that way. I had a wallpaper(included in the pk3) and wanted to make a map that looks just like it. I then spend about a month getting the block positions right with test players for CPM and VQ3. Back then people used to actually test their maps. Quality over quantity. I rushed the last 1/4 of the map and that's where I fucked up the finish :/ Some people like it, though. The map turned out to be very hard because I used skilled testplayers.
2. I have a trick in mind that I want the player to perform. I map it and test it over and over until I don't find any ways to short the trick. finding every short is impossible, just don't work your self up about it after the final release. I then add more tricks that fit the one I mapped and string them together. That kind of mapping produces maps that are more like a series of tricks thats a world that has a certain aura to it.
I made "multitask" that way. That map tries to force the player to do as many things at the same time as possible. Like the 1st trick that has the player plasma up a wall while ducking to fit into the gap at the ceiling. The moment you are up there you are out of health due to the long climb. So you have to take the medkit. And turn for the next trick while keeping velocity.
The player has to press W+D+CTRL+USE -> Turn+JUMP
The next trick is similar complex.
However the map looks like shit and I am sorry I rushed the release and got many many bugs with it. Maybe there will be a remake some day.