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What is the best game to create maps for?

  • Mitch Mitchell
  • August 21, 2016 at 10:11 PM
  • Mitch Mitchell
    • August 21, 2016 at 10:11 PM
    • #1

    Serious question, multifaceted answer, if you'll excuse the geometric pun. At a quandary, basically.

    I like the UT4 Alpha, but find it hard to justify expenditure of time on a game which so few people play and therefore is difficult to get feedback for.

    CS:GO/SDK is interesting, has lots of players, but lacks scope environmentally and feels constrained.

    TF2/SDK is kinda the same, but with lots more flair - but is ageing now, and like CS:GO, feels constrained and restrictive, or perhaps a little too well-trodden?

    So, looking for something which allows me to map. Something which no one is making maps for now, but has a big and active community for, yet is not so old that the game mechanics have worn holes in the carpets for routes which everyone takes, as part of the game mechanics. I'm also looking for something which is not going to be replaced (tech-wise) soon.

    Ideas? Opinions? Thoughts? Beliefs?

  • Pampers
    • August 21, 2016 at 10:49 PM
    • #2

    What is your goal? learn a new editor, have something that people will play? portfolio piece? level design or art focus?

  • El_Exodus
    • August 21, 2016 at 10:58 PM
    • #3

    Battlefie.... Oh wait (Gimme back Mod tools pls)

    T: Day of Infamy might be interesting. It's "only" Source as well, but it's a new game with not so many maps. Definitely worth checking out!

  • Mitch Mitchell
    • August 21, 2016 at 11:22 PM
    • #4
    Quote from Pampers

    29 minutes ago, Pampers said: What is your goal? learn a new editor, have something that people will play? portfolio piece? level design or art focus?

    Which game, basically. But yes, all the things you mention, but primarily that people will play which is 'current gen'.

    Focus on mapping.

  • WD
    • August 22, 2016 at 10:15 AM
    • #5

    I would say Natural selection 2, the editor is just so damn fun to play with and it has a small but really enthusiastic mapping community.

  • MaikelOrtega
    • August 22, 2016 at 10:29 AM
    • #6

    Interesting question, I'm at the same stage right now. Not sure which editor should I focus right now. I'd like to be able to end with portfolio material, but one that can be tested with an active community.

    Quote from WD

    13 minutes ago, WD said: I would say Natural selection 2, the editor is just so damn fun to play with and it has a small but really enthusiastic mapping community.

    This can be a good start for me, never tried anything with its editor, but I played the hell out of this game (and the previous one too :P) Super fun!

  • Vaya
    • August 22, 2016 at 12:39 PM
    • #7

    tetris

  • Mitch Mitchell
    • August 22, 2016 at 2:24 PM
    • #8
    Quote from Vaya

    1 hour ago, Vaya said: Tetris

    Funny...

    Odd thing is this: IF I were to take Tetris as a theme for something like TF2, I can garuntee you such a map already exists and any effort by me would be nullified in a matter of days. And that is part of the problem, is it not? You take a theme, and for something like Counter Strike - it has already been done. That's one of the problems when mapping for a well-trodden game mechanic, no matter what you map, people will say that it is 'like XYZ map' because maps are always designed around game mechanics, player speed and weapon design. You can therefore end up with cookie cutter designs at a white-box paradigm of acceptability for the game. Yes, one can add amazing art etc, but none of that matters if no one plays it because it does not make best use of the game: Hence, which is the best game to create maps for?

    If I were to say 'TF2 map, CTF, Tetris' you can all see it, can't you?

    Back on point, I'll take a look at Natural Selection 2 - how is the editor?

  • tomm
    • August 22, 2016 at 6:33 PM
    • #9

    you can pick an existing theme and do it better, or worse, it's all about the execution anyway.

    and when it comes to csgo I don't see how it feels constrained in any way, plenty of people here on the forums are pushing the boundaries of what's possible in csgo with their creativity. Just have a look at some of the recently released maps.

    and why do you care so much about what people say about the map? just try to enjoy the process, you can't please everyone.

  • dux
    • August 22, 2016 at 7:58 PM
    • #10
    Quote from Mitch Mitchell

    5 hours ago, Mitch Mitchell said: Back on point, I'll take a look at Natural Selection 2 - how is the editor?

    Our programmers designed it with influence from Google Sketchup. Also no compiling. Although I haven't used it since we released v1.0 years ago so I dunno what it is like presently (different team working on it now).

  • Sjonsson
    • August 23, 2016 at 6:54 AM
    • #11

    To me it's simple which games that are the best to make games for: it's the games with an active player base. I've tried a variety of games and the ones that I didn't do well with or didn't finish didn't have an active player base. I don't think you should care about the engine, you'll get used to it and will have fun as long as you love the game (sure there are some exceptions, some engines are just bad.) Even if you want it to be a portfolio piece or just an art level I still think you should make it for an active game.

  • maxlevelboi
    • August 23, 2016 at 10:23 AM
    • #12

    Half life 2 hands down, I love the challenge of having no light preview in-editor

  • Mitch Mitchell
    • August 23, 2016 at 11:32 AM
    • #13
    Quote from tomm

    16 hours ago, tomm said: you can pick an existing theme and do it better, or worse, it's all about the execution anyway.

    and when it comes to csgo I don't see how it feels constrained in any way, plenty of people here on the forums are pushing the boundaries of what's possible in csgo with their creativity. Just have a look at some of the recently released maps.

    and why do you care so much about what people say about the map? just try to enjoy the process, you can't please everyone.

    I completely agree with your final point, but to answer your question; because I want to improve, get better and have a long term iterative process with detailed feedback to further design. I am not the one to decide whether a map is good or not, the community and my peers are. That's kind of a platitude, I'll admit, but it happens to be something I believe in.

    CS:GO is an extremely nuanced game, which has been honed over a very long period of time. Dust_2 is how old? There are players on the circuit now who are younger than that design. In part, as morbid as it seems, this to me (and I will humbly be corrected in the face of my peers) means the 'optimal' map in terms of design has been done, and all maps are measured against it. So, it's a figurative statement I make when I say that level/map design for CS:GO is 'dead'. That is not to say that one cannot create an amazing map and it is certainly not to say the game itself is 'dead' as CS:GO is awesome fun, it's more about creating something without having the large, planet-sized shadow of other maps.

    Perhaps I am projecting, but if I had the choice over a new map for ten minutes, or play Dust_2 for one hour, I would pick Dust_2.

    Still thinking about this, more thoughts from the community help.

  • Thrik
    • August 23, 2016 at 2:44 PM
    • #14

    I always find it the most fun to do anything creative if it's in the context of something that I'm passionate about. So while you could probably map for any old game and enjoy it, if you map for a game you enjoy playing — You play games, right? — then you're much more likely to feel invested in it and can even have a great time playing it alongside the people you're making it for. That's the beauty of doing hobby projects, because you don't have to just develop what you're told to. :D

  • Mitch Mitchell
    • August 23, 2016 at 5:10 PM
    • #15
    Quote from Thrik

    2 hours ago, Thrik said: I always find it the most fun to do anything creative if it's in the context of something that I'm passionate about. So while you could probably map for any old game and enjoy it, if you map for a game you enjoy playing — You play games, right? — then you're much more likely to feel invested in it and can even have a great time playing it alongside the people you're making it for. That's the beauty of doing hobby projects, because you don't have to just develop what you're told to. :D

    More than happy to offer beer to that, 'sir - that is the kind of comment the internet sorely lacks!

    I do play games, but have spent a long time playing games part-time and definitely fall into the 'hobbiest' category for level design.

    Side topic (maybe not) why is the CryEngine5 is not being used so much for whiteboxing, or full-on level design - the 'designer tool' (playing with it as we speak) seems a decade forward than other tools on other engines....?

  • Mitch Mitchell
    • August 26, 2016 at 11:00 AM
    • #16

    Just spent the last few days tinkering with CS:GO SDK and I believe I have come to the conclusion that CS:GO is not something I want to map for, I just detest Hammer.

    My reasons for this are mainly to do with the clunky interface, lack of a decent BSP tool and lack of PIE functions.

    Just to frame this for you, I have spent the last 18 months using UE4 and with a five year break, UDK prior to that for roughly a year. So, I am too accustomed to additive/subtractive environments, and not pure additive designs. The amount of times I was thinking 'So let me get this straight, if I want to move that window/door at the blocking stage, I have to redesign the entire wall??? - Why can't I just punch a window/door shape into the wall???'

    I've read comments from people over the years talking about how awesome they find it, but kept being reminded about the times I tried to map from about 2005 onwards with Hammer and being continually frustrated with it. The lack of workarounds is also a barrier for me, where there does not (on the surface) appear to be any form of geometric 'toying' which one can do. This is hard to explain, but I guess I have become accustomed to having 50 ways of achieving the same results at a blocking stage :) With CS:GO SDK it seems there is one way, and that's it - do it that way or it won't compile.

    Gonna give it another try over the weekend and also CE5 experimentation for brush/map work, too - but unless I find a pull down which lets me customise stuff to work the way I want it too, I think it will get buried until Source2.

    Kinda wish UE4 had more games people were playing for it, where I could go to map...anyone?

  • Pampers
    • August 26, 2016 at 12:44 PM
    • #17

    Spend less time writing novels theorizing and thinking about what to do (thats @blackdog job :):):):):):):) ) and just pick one and get cracking!

  • Mitch Mitchell
    • August 26, 2016 at 1:57 PM
    • #18
    Quote from Pampers

    1 hour ago, Pampers said: Spend less time writing novels theorizing and thinking about what to do (that's @blackdog job :):):):):):):) ) and just pick one and get cracking!

    Totally - I can be quite rambolic and tangential...sorry

    I have contacted the Sn. Producer of a UE4-based shooter today about level design for their game, which looks about 6-12 months away from being released.

    On top of this, as mentioned I am still interested in CS:GO, but will probably keep searching for a better tool to work with (or game, more importantly!) or a UE4-based shooter.

  • tomm
    • August 26, 2016 at 2:13 PM
    • #19
    Quote from Mitch Mitchell

    14 minutes ago, Mitch Mitchell said: as mentioned I am still interested in CS:GO, but will probably keep searching for a better tool to work with (or game, more importantly!) or a UE4-based shooter.

    try google sketchup? pretty sure you can use it to build a level for csgo. It's probably a good option if you have never touched hammer before, although I suggest getting used to hammer, there's a reason why people love its brush manipulation.

  • Beck
    • August 26, 2016 at 2:17 PM
    • #20

    As Pampers said, just pick one!

    Ideally for a game you enjoy playing as you'll probably be more likely to actually see it through. I wouldn't worry about UE4 games having a lack of players. You're still going to get feedback on your work, especially from here. There's always going to be someone playing the game you're mapping for so just go for it.

    If you don't like hammer then stick with UE4 or learn something new like CryENGINE or Unity. But stick with hammer if you can, you can grow to love it if you give it chance. No toolset or engine are going to be perfect for you, they all have their quirks and nuisances that you need to work with.

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