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GETTING STARTED
See also: My First Map - FAQ - Editors - Level Design - Programming - Compiling -
Updated July 18, 2003 - 9:45 AM

 

GETTING STARTED:
Newbie Game Design Guide by the Handy Vandal

So you've got Half-Life fever, and you want to create cool maps. Where to begin? How to procede? (When to get some sleep?)

The Handy Vandal's Almanac provides links to game design resources at numerous sites, categorized by topic, Entity type, etc. Of particular interest to the novice:

  • These Level Design tutorials cover a variety of topics.
  • FAQ's offer broad advice, along with useful specifics.
  • Forums are on-line discussions where users post questions and answers: a way to discuss issues with other designers, and a rich source of information in the form of searchable archives.
  • Don't overlook the Help that comes with your editor.

Various map editors are available. These let you create files which you can compile into .BSP files (playable game files). I'm currently using Worldcraft/Hammer, so the following discussion is mostly in Hammer terms. But the same principles apply to other editors.

Use the map editor to create Map Source Files (in Hammer, these are .RMF files).

A map editor is a specialized CAD program:
front, side, and top views, plus a camera window to show how the map looks from any selected viewpoint.
By clicking and dragging in the windows, you can create brushes -- that is, block-like entities that make up the walls (and other structures) of your map.

Map Integrity: this means it's a good map that compiles correctly and does not cause problems at run time.
Maps can cause problems in a great many different ways: the challenge of map design is to avoid these problems.

A map is like a submarine:
inside
(the World) and outside (the Void) are separated by a seamless hull.
Your map's brushes define the hull, and the player start-point entities define which side is the inside.

The Most Common Problem: map leaks.
There are two main causes of map leakage:
1) Hole in the map.
2) Entities outside the World. All entities must be inside the world. This means you cannot use an entity like func_wall for your seamless map hull.

See My First Map for how to make a basic map.

Use Map Compilers to convert source files to playable game files (in Half-Life, these are .BSP files).

Compiler Log: When you compile a map, the compilers generate a log of various processes. Get in the habit -- trust me on this one! -- of reviewing this log file, every time you compile. Watch out for error message -- especially the dreaded "LEAK LEAK LEAK" error!

By applying Textures to brushes, you can make your map look like anything you want.

Vertex Manipulation allows you to manipulate brushes on a node-by-node basis. This allows for quick creation of complex shapes, but be warned: it's all too easy to create illegal brushes ....

Use Entities to create cool scenery and special effects. More complex effects require entity scripting. Really deep changes like new weapons requires a knowledge of C++ programming and other Coding techniques. A Mod is a modified game -- new maps, new weapons and other game entities, etc.


Map making is a tricky art, with many complex (and sometimes unpredictable) aspects. These things require time and attention. Persist in your efforts, and you'll create excellent maps.

Box.rmf - very simple map, demonstrates basic principles of level design

 

 

Maps: available in several varieties ...

  • Single Player -
    • The best SP games respond to player actions with an unfolding story line
    • Typically built from multiple maps with level changes between maps.
    • Showcases event-driven entity programming (like waking up in a garbage compactor)
    • Requires an Info_Player_Start entity.
  • Death Match - see also Deathmatch page
    • Played on a single map, in a relatively static environment
    • Respawn rooms for players (where you come back from the dead), with respawning weapons/ammo (so the carnage, like the labors of Sysiphus, go on eternally).
    • Requires Info_Player_Deathmatch entities (preferably several of them).
  • Team Play

A map can be both SP and DM, although that's not typical: differences in design principles call for different map designs.

See also Maps page.

 

 

Words of Wisdom from the Handy Vandal ...

* After every compile, review your process window. This window documents the compilation process: your guide to which programs ran, what they did, what they didn't do. Scrutinize the results after every compile. If you see LEAK LEAK LEAK, then you've got a leak -- a hole in the map and/or entities outside the world. Always find and fix leaks -- top priority! Various other error messages can appear in the process window, indicating various problem conditions. See: Compiling - Troubleshooting.

* Organize your work. Use a naming scheme for your projects. Create a directory for each project. From time to time, as your map progresses, save a renamed backup copy, e.g. MyMap1, MyMap2, etc. -- later, you can roll back to earlier versions if things go amok. (Also, having a shell of a room can be useful as a copy-and-paste component in a complex structure.)

* Similarly, use a good naming scheme for your entities -- especially when scripting entities.

 

 

Capturing the Beast of Dreams in Your Web of Pixels

"Should I design on paper, and then build? Or just start building?"

-- e-mail from aspiring game designer

Obviously, paper-and-pencil notes can only help supplement your on-screen editorial technique.

But paper is not digital -- "the map is not the terrain."

You can doodle all you want outside the editor ... but to make maps you must venture paperless into the maw of the editor, and there edit with all your mental and digital might, until you have captured and harnessed the beast of dreams in your web of pixels.

- the Handy Vandal

 

 
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