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dsillman2000

How to make 1v1 maps...

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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.

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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)

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.

 

 

 

 

 

 

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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.

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

 I hope this is what you are looking for.

Edited by Fnuggi

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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!

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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/0B9IIzNqxH6wMN0V5TEJleDJGcVU/view?usp=sharing

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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.

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EDIT:

Oh, it's about technical stuff ;)

Edited by seir

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