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A How to Guide for Tactical Mapping of
First Person Shooters
1.0 Preparation, Symbols and Colours
1.1 Ladders
1.2 Stairs or Inclines
1.3 Start locations
1.4 Sniper LOS
1.5 Level/Height colours
1.6 Showing Cover
2.0 Map Creation
2.1 Relative
Size
2.2 Insets
3.0 The Layout
3.1 Information box
3.2 Legend
3.0 The Final Layout:
Your layout is very important. This is where the whole project comes
together. Place your legend, info box, map and any insets you have created on the
same page.
Use any page size you like up to a tabloid paper 11x17” to show your
work. Anything bigger and it’s just too difficult for anyone to print. It’s great if you
can get your work to fit onto a standard 8.5x11” paper but you can only do
this on simple maps with low clutter such as DE_Dust
or DE_Cbble. Multilevel monstrosities
such as AS_Oilrig or really long maps
like CS_Italy really require larger
page sizes. A good halfway point is the less used legal sheet of 11x14.
There are two principal components of a good layout. An information box
which tells the user a little about the credits and sources of the map and the
legend box which explains in simple terms what your chosen symbols and colours
really mean.
3.1 Information Box:
Your information box
should contain the author, sources if any, helpers, revision date and a map
title. I use a 10 point Arial font for all normal text in my layouts and a 16
point bold for the map title.
3.2 Legend:
The legend should have a title (I use 14 point bold) and all your colours
and symbols as seen here:
Ta da! You’re done. Just remember to take criticism in stride and if
any errors are reported to you fix them quickly. If you're careful, you can make a
great product that clans and friends will cherish. I have put a lot of effort
into my own maps and I always find that the best test of any map is to ask the
original 3D maker of the map to take a look. So far I have used this to get a
great amount of feedback and help from the original mappers themselves.
Thanks and remember to have fun,
Half-Pint
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