TF2 DAM

My actual first ever step into game design.  A long time ago, back in 2009, I tried my hand at mapping for Team Fortress 2 when I cam home from working at the architecture studio.  I basically self taught myself  how to work on Valve’s Source engine with the help of the Valve Developer Wiki and a great community TF2Maps.net .  You can read extensively about the full design and dev process here at my old thread.

Looking back at it, I realize how I actually ended up passing through all the stages of a level design process and this was at a time before any formal training or education.

Below is a visual short-hand of the design process.

SECTION OF BASIC CONCEPT

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SKETCHING OUT FORMS TO FOLLOW FUNCTION

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RESEARCH

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BASIC GREYBOXING
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CUSTOMIZING UI
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CONSIDERING COMPRESSING MAP DISTANCE
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RED SIDE OF DAM
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NEW SPAWN BRUSHWORK + PROPS
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BLUE SIDE OF DAM WITH SIGNAGE
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DYNAMIC BLACKBOARD – player feedback on progress
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CP_B
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CP_C — PYRO CLASS GREYBOXING
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CP_C — SCOUT & DEMOLITION CLASS GREYBOXING
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CP_D
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NEW PATHS
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WATER LEVEL 0 – IDEAL CAP

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GREYBOXING FOR SNIPER CLASS

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GREYBOXING SPY HAUNTS TO BALANCE SNIPER AREAS
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FIRST PASS TEXTURING – PLAYER FEEDBACK ON WATER LEVEL
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LEVEL 0 [neutral]

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LEVEL 1 [after taking A or B]

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LEVEL 2 [after taking both A+B]

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LEVEL 2 + BRIDGE [after taking A+B+C]

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RED LEVEL 0 [neutral]

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RED LEVEL -1 [after losing A or B to BLU]

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4 Years Old to the Day – A post from 2013.

 

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