B.illy S.O.D.: How do you make maps? (list useful programs and methods w/e)
Yukovitz: I use paint.net for the wallmask/art. Anything with a layers function gets the job done, but I know tons of mapmakers like to use ms paint, so go for whatever you prefer.
B.illy S.O.D.: Where did you get the inspiration for the idea of a map "in space"?
Yukovitz: I'm subscribed to Astronomy magazine and they had an article discussing various moons of the planets in our solar system. I flopped around between 3 moons: Jupiter's moon Io and Saturn's moons Titan and Enceladus. This is a bit of a tangent, but let me describe the three. See which one you would have liked, and maybe, make that one yourself. Io is a ridiculously volcanic moon due to the way the other Jovian moons and Jupiter play a sort of tug-of-war play with it via gravity: the ground is literally destroyed and turned over every few months, causing stuff like
Those plumes are nearly 200km high, which is about double the distance a rocket needs to go from Earth's surface to be considered "in space." Titan has shores of water ice, rivers/lakes/oceans of natural gases, and a smoggy atmosphere. Its biggest ocean is named Kraken Mare - who knows what swims there. Enceladus is a popular one because it has geysers that emit ice & water from "tiger stripes" along its surface.
B.illy S.O.D.: How long did it take you to make this map? What was the ratio of time spent doing the art compared to the wallmask?
Yukovitz: Hard to tell, although I will definitely say I spent more time on the art. Likely more than double the wallmask time. Not because you should put more effort into the art, but just because it's more time-consuming.
B.illy S.O.D.: Do you have any do's and don'ts of mapmaking?
Yukovitz: Do: go into making the map with an idea in mind. I mean art-wise and gameplay-wise. If you know that you want to feature more vertical gameplay, and you want to make a map of Ayers Rock, you are going to have a much easier time. Additionally, be creative. I know it's easier said than done, so my advice is to look for inspiration everywhere. Maybe what you have for lunch or what you learn in biology class will inspire you.
Don't: use themes that have been done to death and back. Don't remake TF2 maps. Don't move on to the art until you think the wall mask is perfect.
B.illy S.O.D.: What playstyle are you actively trying to promote with this map?
Yukovitz: It wasn't my intention when starting, but the map is not for the claustrophobic and there's a lot of potential for getting caught in a rough spot if you're not aware of your surroundings. I'll concede that the clutter is a bit of a flaw, but there are a lot of strategic points where you can use this clutter to your advantage. There are a lot of areas where high ground gives an advantage, where players can be pinned, or where players can be ambushed.
B.illy S.O.D.: Any ways you think could improve this map even further?
Yukovitz: It could be much less cluttered, but that would likely require an entire rework. Next year, if I participate again, I'll likely experiment with a much more open map.
B.illy S.O.D.: How has your map style evolved? Do you feel like you've improved from when you first started?
Yukovitz: I've definitely improved. My first map, made for INS mod, was tdm_norfair. It was well-received, but not because I knew a thing about map design. It was really a fluke. Note: I didn't make the art for tdm_norfair, RebelINS did. Art is something else I’ve improved on. I’m quite proud of
cp_moai’s art.
B.illy S.O.D.: What is your favorite part about mapmaking? The most important part?
Yukovitz: Play-testing is both my favourite part and the most important. I encourage all mapmakers to have at least a few play-testing sessions, especially following major changes to the wall mask. During these sessions, play it yourself and spectate others playing. Both are equally important. You should be looking for sightlines, areas that are tough to traverse, and areas that lead to confusion.
B.illy S.O.D.: Do you have any advice for other map makers?
Yukovitz: Above all, enjoy yourself. To a certain extent: nobody likes colouring in a wallmask. But you should feel pleasure in seeing your map come to life. It’s a long process when done right, but it’s well worth it to see that you’ve created something people enjoy. The thought that your maps are being played on various servers, even if just every now and then, is gratifying.
B.illy S.O.D.: Any final comments?
Yukovitz: Go read about Enceladus, or any moons from our solar system, for that matter. Some of them are pretty wild.
B.illy S.O.D.: Thanks alot Yukovitz!!