not reallyi am writing to you to ask "is there a manifesto of sorts to help guide future development of PR maps?"
I think the key points are
1) play around first and learn the editor's functions, my first learning experience was duplicating maps and changing their teams etc for personal fun. (Op Barracuda became a Royal Marine scenario, bugfixing this gave me an appreciation of what alot of the files do)
2) choose an area you specifically feel interested in, hopefully this will be a unique area compared to other PR maps.
3) get as many refs together as possible
5) Decide how you will generate your map from start to finish, which software you will use etc. Take alot of time on this part because you can save alot of time later with a strong foundation.
6) use your colourmaps/groundhemi.dds to project a plan onto the map, then follow your plan.
it just needs to meet PR's quality requirements and be playable by our minimum hardware requirements (as much as we have those defined anyway).
You don't need to know everything, there's plenty of times mappers ask eachother how they did things or look at other PR maps/vbf2 maps to see how certain things were done. Just take each step one at a time and don't expect your first try to produce the next Shijia Valley. A painter doesn't read a book on painting and be instantly good, he/she goes through hours of tortuous practice.









