Work Flow of Building a Map

Created September 2004

This tutorial will give you suggestions in making the process of building a map efficient and as trouble free as possible. Granted what works for me may not work well for you. Maybe after reading these suggestions, you may think of an idea that will help you? The following ideas are in no particular order of importance.

*Create a name for you map in the beginning. This may help with the naming of custom static mesh, texture, and sound files. You should have all files associated with your map named in a manner that will allow people to know they belong to your map.

*Keep multiple versions of your map. This will allow you to have incremental back up copies of your map. There is an auto save function, but it can be dangerous to rely on this at times, especially if you are working on two maps at once. Let's say your map name is "city". The first map file name should be called city000. The next will be city001, then city002 and so on. This will allow you to go back to a previous version which will more than likely be needed. Some times, you will make a mistake in version 053. It is some times easier to start over with 052, then make the changes again. At times, you may want to see what the map looked like in version 022 for reference purpose.

I would keep as many of these back up files as possible. You really don't need more than 10 of these versions in the map folder at a given time. You can move the additional files into another folder and bring them back if you need to. I tend to create a new file every two hours or so. I will also create a new version if I am trying something that I haven't tried before or if I do a "test" of some kind. This will allow me to go back to the last good build of the map if I mess any thing up, which I do now and then.

*Keep a list of what you added or changed to a map in a given build. For example: In build 066, I added lights, moved the blue car down the street, added all static meshes to the living room. This way if that version of the map gets messed up, you know what you need to do again. This list can either be on paper or in a file on your computer. Spread sheets work best for either methods. I also indicate if a given change worked or not. This way I know if it needs to be redone on the next version of the map. This normally includes if a door works right, or if a light is too bright, things like that. This list can also be used to check out the changes you made in your map since the last time you check it out in the game. This becomes more important in the latter stages of the map when it tends to get filled up with a bunch of things.

*Create back up copies of all of the files you created for your map. This could be on a second hard drive, a cd-r, or another computer. Though there is a slim chance something will happen to your computer, there is a small possibility. I would also make a back up copy of your other related files before you make a change to them. Normally this will be adding a custom texture, sound or static meshes to your different packages. If something gets messed up, you haven't lost the entire file.

*Design your map on paper first. There are many benefits of doing this. The two most important factors are game play and zoning. You want to have an idea whether or not the design of the map will work for game play. Are there too many dead ends, too many choke points or not enough, will players get lost easily? The other factor is zoning. Now if you are reading this, there is a good chance you really don't understand zoning. I suggest that you lean about zoning as soon as possible. If you are going to build a test map, that won't ever get released, you can learn it later and practice it. But any map that gets released should be zoned properly.

*Have a purpose and a plan. I find the biggest waste of time is deciding what to do and where to put things. Which texture to use for the floor or what static mesh to use for a car. If you have a clear idea of what you want to do with the map, the actual building of the map can go faster and usually does. You can think about what you will do with your map while you are standing in line at the store or when you are waiting for the next round of team survival. Try to write these ideas down so when you go to sit down and build your map, you have a purpose.

*Playing the game is planning your map. While you are playing the game, in any mode, you can get ideas for map design or what textures and static meshes you want to use. Be sure to write it down when you can. I have actually shown a friend some mapping ideas while playing team survival. I don't necessarily recommend this, but at the right time, it is safe to do.

*Check out other maps to see how they are built or what settings these may use. I have gone into stock maps many times to learn what light settings they used for the sunlight in airport or how they built the surrounding buildings in Import-Export. This is a great way to see how maps are designed and built. Be sure not to save any changes you may have made to these maps. Even if you select a static mesh to look at it's properties, the editor will ask you to save the changes.... DON'T DO IT.

*If you have a map that will use a decent number of static meshes, create a "warehouse" for them. Make a huge subtractive space off to the side of your map. Texture it will a light colored texture. Open up a static mesh package and browse through it. When ever you find something that could be used, insert it into this "warehouse". When you have enough static meshes, you can place them inside of your map.

*To keep your map organized, learn and use the Group Browser. This browser allows you to assign actors to a group. You can toggle off these actors with in the 2d or 3d window. This will allow you to only see the actors you really need to see and to keep things less cluttered. The bigger and more complex your map gets, the more beneficial this is to use.

*You may want to build the main space (brushes) of your map first. Then go into the map in the game to get a sense of how big the map is, how long it takes to run around it, do the size of the rooms look right. After you are satisfied, you can start to add the other details.

Written by cwv_Odedge

[Home]