How to Make TF2 Maps - Gameplay Theory - Chapter 3 Episode 1
Chapter 3 Episode 1 of How to Make TF2 Maps!
This chapter will cover gameplay theory and concepts for your first Team Fortress 2 map. We'll talk about some of the elements that create a good, fun map, as well as some things to avoid with your first project. By the end of this chapter you should have your first fully working and playable custom TF2 map and the means to get players on it.
This episode covers some aspects of gameplay theory. We talk about class balance and emphasize the importance of height variation. I cover a few things that commonly trip up new mappers creating their first project, and explore the "Viaduct formula" to layout design, with examples of other maps that use it. This episode is heavily focused on koth theory and layout, but a lot of these concepts will apply to any gamemode.
For some additional theory, here's a good dev wiki article on it:
https://developer.valvesoftware.com/wiki/TF2_Design_Theory
Here's an additional, more advanced article on some gameplay topics:
http://www.nodraw.net/2010/06/tf2-what-your-map-is-missing/
Presented by:
http://crash.tf
http://tf2maps.net
http://essentials.tf
Intro Screen, Thumbnails, Logo:
http://www.iiboharz.com/
http://sfm.iiboharz.com/
"Fork and Spoon" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
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