Funny, I was just thinking about posting a do's and don't's of mapping earlier today. Problem is, I have so many things in my head to add to it, that I haven't had the time to write them all down.
I'll just add a couple for now:
DON'T- Don't spawn everyone with autocockers (or put hoards of autocockers in the bases). If it's not obvious why you shouldn't give everyone autocockers, then you probably shouldn't be making a map just yet. Spray sucks. Lag sucks. Stale gameplay where everybody's stuck in one location because everybody else is spraying the only open path sucks. Plus picking up equipment is part of the strategy in this game. Encourage people to take different routes by placing desired equipment there.
- Don't place large amounts of equipment in one area (such as 20 guns in the base). This uses a lot of network bandwidth and can greatly reduce people's framerates (read: it lags the hell out of people), and for what? If you want everybody to have a certain piece of equipment, use the GiveGun, GiveHopper, etc. keys in the info_player_deathmatch.
- Don't make the flag difficult to get. It's hard enough to get the flag while penetrating the opponent's defense. You don't also need to go through some complicated jumping puzzle to get to it. You should be able to grab the flag while running backward and shooting. These types of things increase the gap between new and experienced players even more and can result in newbies giving up.
- Don't use caps in the map filename. Linux (what most of the servers are run on) is case sensitive, so if you have your map named MyMap.bsp or MYMAP.bsp or mymap.BSP, it makes it very difficult for server admins to load it into rotation or switch to it because they'll try to load "mymap" and it won't be found. Simply name it mymap.bsp and save everyone the headache.
- Don't use the filename you want until it's absolutely finished. This means you've had several people look at it and fixed all the things they've said to fix; every texture is aligned; clip brushes are added where needed; it's been thoroughly play tested (with people, not just bots); etc. Until then, use something like mymap_beta1, mymap_test1, mymap1a, or the like. If it all goes well, great. Just rename the file and you're done. If not, fix the problems and test again. This prevents multiple versions of the same map with the same filename floating around, which can be a real pain.
Don't use dashes in the filename. This screws up the command line parsing.
DO- MAKE MULTIPLE ROUTES! I can't stress this enough. So many maps use the basic base-center-base layout with only one path. This gets old and ruins CTF-style gameplay as there's only one way in and you have to practically kill everyone to get there, and of course you can't grab the flag if everybody's dead.
Always provide an alternate way to get around any "camper" spots.
- Make use of clipping planes and vertex manipulation in order to make natural looking rock walls. The huge, flat, "stone" walls present in so many maps look dull and flat out dumb in most cases. With a little extra effort you can make the map look a whole lot better.
- Test, test, test! Even when you think your map is done, it's not. There's always a misaligned texture somewhere or a "sticky" place that needs clip brushes or a screwed up spawn point. Give your map to some people to review and follow their suggestions. Don't be lazy. Fix the problems. I don't care if it takes 2 days to recompile. Fix it.
I think that's enough for the moment. L