Mapping Theory – Dissection of the Classics
The purpose of this tutorial or “guide” is to show the building blocks of what makes a good map by looking at the official Valve map that everybody (near enough) loves, dust2.
I will be focusing on architectural details (brush work) and the layout (gameplay and flow) of each map and how they both affect the popularity of the maps.
What are architectural details?
When I talk about architectural details, I am referring to the shape of the map and what makes the level unique and pleasing to the eyes. Every map is made up of brushes which are moved around 3 axis, the X axis, the Y axis and the Z axis. These brushes can be manipulated and changed to form more interesting shapes instead of simple blocks. Pillars, Arches, Rooftops all count as architectural details.
What is a layout?
A layout is usually drawn out before the map is even started. It shows what goes where, how every area is connected and what each area is supposed to actually be.
Time to look at Dust2!
Do you think I should finish this article? I think it would be helpful to anybody new to mapping.