1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

How to make 1v1 maps...

  • dsillman2000
  • August 12, 2015 at 1:49 AM
  • dsillman2000
    • August 12, 2015 at 1:49 AM
    • #1

    Hey mapcore,

    As I've been practicing on 1v1 maps more recently, I've wondered about making them myself. Of course, each 1v1 map consists of at least 9 arenas; essentially 9 copies of the same small map. I'd like to get some advice on the formatting of these maps. For example, do you use special hint brushes between arenas to improve performance? Is there anything special I need to do with the spawns to correspond to the 1v1 mod? What is the most common size of 1v1 map in hammer units?

    Any help would be greatly appreciated, thanks in advance,

    -David S.

  • Overdoziz
    • August 12, 2015 at 12:51 PM
    • #2

    Considering how simplistic 1v1 arenas usually are I can't imagine that you'd have to worry about performance much.

    Spawns-wise I think you just need 1 T and 1 CT spawn in every arena and you're set.

  • clankill3r
    • August 12, 2015 at 2:05 PM
    • #3

    What game are you talking about?

    I used to have 2 pc's at home to LAN in the time my internet was to slow to play online.
    From that I learned:

    -Keep the map compact. Sound can be really help full to find each other.
    -Don't create a maze, keep the layout simple. You want to find each other.
    -Forget what they say about dead ends! Normally dead ends are bad in maps. But in a LAN having 2 dead ends plays really well, cause if you go from 1 dead end 2 the other you have to meat your enemy along the way. The important thing is to have the dead ends playable. So don't make them small corridors.

    -Instead of a dead end you can also create a small loop. (I couldn't find a better image to explain)

    [Blocked Image: http://www.zeevissen.org/images/stories/Knopen/Lusknoop/Lusknoop_4.gif]

    The inside of the loop should be playable. It should be small enough that you can here the "knot" from everywhere inside the "loop" (else you can miss each other).

    -just make sure your map is not 1 big loop cause if you both go clock wise then you never find each other. And you probably start going counter clock wise about the time the other one is changing directions.

    -also breakables can help cause they indicate that somewhere has been there.

    Hope it helps.

  • Fnugz
    • August 12, 2015 at 2:23 PM
    • #4

    I'm guessing you are talking about 1v1 arena maps (with the am_ prefix) for the 1v1 mod made by splewis.

    These guidelines are taken from the github page. There is also a .vmf mapfile available for download, which you should try to study.

    Quote

    Guidelines for making a multi-1v1 map:

    [*]Create 1 arena and test it well, and when are you happy copy it[*]Create a bunch of arenas, I'd recommend making at least 16[*]The players shouldn't be able to see each other on spawn[*]Each group of spawns (e.g. all CT spawns in arena 1) must be within 1600.0 units of each other, this is required to cluster spawns into the arenas and not configurable[*]Ensure that the arenas are sufficiently far apart so players don't hear shooting in other arenas[*]If you want to edit your map, it's easiest to delete all but 1 arena and re-copy them. Be warned this can cause issues with the game's lighting and clients may crash the first time they load the new map if they had downloaded the old one previously[*]You should avoid areas where it's easy for 1 player to hide; ideally they should have to cover multiple angles if they sit in one spot[/list]

    I hope this is what you are looking for.

  • dsillman2000
    • August 12, 2015 at 5:27 PM
    • #5
    Quote from Fnuggi

    I'm guessing you are talking about 1v1 arena maps (with the am_ prefix) for the 1v1 mod made by splewis.

    These guidelines are taking from the github page. There is also a .vmf mapfile available for download, which you should try to study.

    I hope this is what you are looking for.

    This is EXACTLY what I was looking for! Thank you so much!

  • MaanMan
    • August 12, 2015 at 8:23 PM
    • #6

    I built this small map to help people teach people about func_details, displacements and some other small things. Feel free to have a look around to understand how some of the simpler things are done with the SDK. As this is materiel to teach, it should not be published.

    https://drive.google.com/file/d/0B9IIzN…iew?usp=sharing

  • Sprony
    • August 12, 2015 at 11:36 PM
    • #7

    Whenever someone asks this I always recommend this guide. It was originally written for Quake 3 but it still applies to modern multiplayer design. A must read if you want to make competitive maps.

  • mjens
    • August 13, 2015 at 1:00 AM
    • #8

    EDIT:

    Oh, it's about technical stuff ;)

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™