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Part 1: Ideas:
I start by, you guessed it, getting an idea. This can be by either getting suggestions, observing supply and demand on the SFM workshop, or just by simply playing Team Fortress 2 and thinking "Hey, I wonder what it looks like from over there!".
Part 2: Aesthetic design:
Before I even start up Hammer, I do a sketch of what I want the general thematic to feel like. This may be something like a forest or something, and often is inspired by a tf2 map of the same sort of area.
Part 3: Layout:
This is the point where I've started my computer and finally woken up properly. Now I make some very simple brushes and surfaces in hammer to get an idea of scale and layout. This part can usually be redone a couple of times
Part 4: Building:
Now I seriously start building. I seal the map off so it will work, and add some pretty rough details and select the skybox and lighting I want to use. After I'm able to actually walk around in the map, I have a look up close at what needs fixing, what could be put in and what really doesn't need to be there. It also shows me if there's any lighting bugs (e.g. SFM_Longstretch used to be pitch black rock at one point).
Part 5: Refining:
Now that I've got most of the stuff I want in the map, I run and test it several times, each time adding a few extra cool details (like skyboxes) and doing a super strict bug test.
Part 6: Uploading:
Finally, I have something I'm happy with. This part is probably the hardest part for me. In the final stage, I save and convert the map to something SFM will recognise. Then, I run SFM and take some nice screenshots. This is actually pretty hard for me, as ironic as it is, I'm a pretty big SFM noob. Then, I upload the map, merge discussion, add pictures and description.
Part 6: Sleep:
You can see the title