Jump to content

What was your first ever map?


Nerve
 Share

Recommended Posts

I made the classic 2 rooms connected by a hallway in Worldcraft for HL1. That was the first time I learned what a leak was. Compiling was hell back then. Man, when I moved onto making a button that opened a door, I thought I was Carmack.

I had plans to create a full single player mod - I wonder if I still have the plans for all that. It was essentially just fighting through many floors of a black mesa skyscraper.

After making many many test maps I eventually started working on HLDM maps and then DoD maps.

Who remembers the 30-60-90 minute map contests? I found a zip file full of hundreds of those the other day.

Edited by LiVinGHeLL
Link to comment
Share on other sites

Well I guess my first finished map ever was a Heroes of Might and Magic 3 one. I played it with a friend, we were bro in the game and had to be prepared for an attack from a heroes full of dragons, then find the way to his castle and beat it.

 

I underestimated the time we need to have a good army to fight him so he totally defeated us :D

 

After that it was a cs map, aztec style after some try on Hl1. It was in 2003/4

Link to comment
Share on other sites

Maybe first thing was a Red Alert map for me too. But as all the humble newbies, i started an sp add-on for HL1 and was going overboard with scripted events to make the world feel rich and my intention was to modify the code to create some more realistic weapons (fire selection and stuff like that).

I didn't have a precise plan so I think i did build 3-4 maps set in Black Mesa and half on Xen before abandoning the project because teachers wouldn't let me bring it at my high-school dissertation and had to participate into a web-dev project instead :(

Link to comment
Share on other sites

Haha, great thread! :)

 

First map, 2-room, 1 corridor, 1 light Worldcraft tutorial level.

 

Second, ambitious city-themed Team Fortress Classic level that I only ever made half of (planned to rotate). It was amazing (in my own mind) but way too ambitious and over-scaled.

 

Thirdly, I think I finally made a TFC (possibly Counter-Strike) map set in Beirut, I wasn't going for it, I think it actually turned out OK, which I even playtested with several people online... although a guy I met in a mapping forum online who supplied me with awesome textures later told me he'd ripped them from Rainbow Six, lol! Oh, one awful, awful, awful shameful thing I made were dark 'secret' areas... like Duke Nukem style... around the capture/bomb/objective areas that in the first (and probably only) playtest only I knew about... eek.

Link to comment
Share on other sites

I dabbled with a bunch of Quake 1 maps - before I knew how to adjust the Worldcraft grid from 64, I made this map of "Hell" that was a big blocky metal mess with a 1-unit thick lava plane (since, you know, if you sized lower than the grid size it'd snap to 1). You'd fall through the lava into a huge open floor full of Zombies with no cover. It was amazing.

My first playable map was a Half-Life DM map called "The Maze" in 1999. I made it for a LAN party; it's a silly map where you run around the bottom but then go up ramps on the side to try and jump the gluon gun at the ceiling. In hindsight I actually kind of almost started to know what I was doing, which is neat.

post-13140-0-38491300-1386445302_thumb.jpost-13140-0-29190100-1386445328_thumb.j

My first released map was "Planet Half-Life HQ," a map I made for the PHL HL1 DM map challenge back in 2000/01. I didn't finish in time for the competition deadline, but that contest gave me the motivation I needed to finally FINISH a map instead of just messing around for months. The momentum from that led me to release a whole bunch of other HL1 DM maps that summer, leading to discovering a mod called Natural Selection that fall, and the rest is history. :)

post-13140-0-20686200-1386445387_thumb.jpost-13140-0-58432700-1386445499_thumb.jpost-13140-0-24283000-1386445520_thumb.j

Link to comment
Share on other sites

It all began when I bought a book which contained solutions for all doom I & II levels, plus a cdrom with a shareware copy of the game and the level editors. Unfortunately the shareware game doesn't allow you to load custom maps, which I could only do some years later when I finally got a full copy of the game. I remeber that the first maps were tests, like openning up a stock map and messing around with walls and floors. The first real map was some building, in which I discovered that doom couldn't handle 3D floors. As a workaround I though about making the map split in many maps, one per floor, but I've never finished it.

 

From doom I came to know duke 3D, from duke 3D unrealED, from unrealED gtkradiant and id tech 3. That's pretty much my storyline.

Edited by 0kelvin
Link to comment
Share on other sites

probably 5-6 years ago, tried to recreate anomalous materials and segments of the office complex from op4.

 

also did your typical source fare, did a subway map, a sewage plant thing where i figured out water couldn't be on the z plane and some other relatively generic stuff while feeling out how things generally worked

 

then i really got started with rostok, that's been worked on since 2010 although a lot of that time was kind of spent doing what amounted to a bunch of still lifes to fine tune things i guess. it was a lot of coming to understand not only the editor but the game i was working on.

Link to comment
Share on other sites

Well, my first map was probably for Heroes 2. I can remember that I have spent more time in the Editor than actually in the game itself. The terrain painting and the overall cuteness of the game was just too addictive :-D That was in the late 90's, then I just remember the fragments of messing with Starcraft editor and Aurora toolset Beta (Neverwinter Nights), but never released anything, until 2004. Then it became pretty serious with Hammer meeting the Natural Selection and since then it was pretty solid addiction until now  :)

 

It took me over a year to pull up my first map for NS1. I have made all the classical beginner mistakes, same mentioned in this topic :), and I have had to scrape all my work several times due to the technical inexperience with Goldsrc. In the end, I have decided that I should to focus on smaller project first and gain some experience before moving onto something more ambitious. So as my first map I consider co_Overmind - combat map for NS1, but that was just a springboard to produce ns_Hulk, for which I was aiming (unsuccessfully) from the beginning. 

Edited by Rudy.cz
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share


  • MapCore on Discord

  • Our picks

    • Mapcore X Prodeus Winners Announced!
      The winners of Mapcore X2 Prodeus 
      1st place: Paws [ Retail Therapy ]
      P-link: m-MC0iuUs2j6

      - $1,500.00 USD 
      - One year of Humble Choice 
      - Excalibur Shotgun and Gauntlets (skins)
      - Biker Gloves (skin) 
      - Special winners role on the Prodeus Discord
       



       

      2nd Place: Grays [ Firebase Kodai ]
      P-link: m-5J9cCzaepH

      - $1000.00 USD 
      - 1 month to Humble Choice 
      - Excalibur Gauntlets + Biker Gloves (skins) 
      - Special winners role on the Prodeus Discord
       


       

      3rd Place: Vladd [ Maximum Menace ]
      P-link: m-9yZfaAliyx

      - $500.00 USD 
      - 1 month to Humble Choice 
      - Biker Gloves (skin)
      - Special winners role on the Prodeus Discord
       


       

      All of the winners will also be showcased on our Youtube channel, and because we had so many amazing entries, we’ll be showcasing parts of our Staff Picks too. 

      We want to thank the wonderful folks over at Mapcore for hosting this sick competition, and a big ol shoutout to our sponsor Humble Games (who publish Prodeus), for making a large contribution to our prize pool this time around. 

      Looking forward to the next competition already! Maybe will do a coop one with teams allowed? WHO KNOW!? Can't wait, see you then!
       
      • 2 replies
×
×
  • Create New...