im on it now.
the info_player_start is required in all maps, be they singleplayer or multiplayer. just one info_player_start will suffice, but place as many info_player_deeathmatches as you need. the mapper has no control over where the players spawn.
hehe, "us pro's". makes me feel all warm and fuzzy. only a few issues describing the type of map you make. for example, killboxes are frowned upon, as as the title describes, they're just boxes. and no maps recreating your house, or anything like that. house maps usually end up lacking detail. i mean take a look at the room you're in now. do you think it would be fun to put all that detail into a map? i think i would give up about the time i started work on the guitar strings
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a good deathmatch map is something with a simple layout and a sense of purpose (is this map actually supposed to do anything? e.g power plant, laboratory)
a bad deathmatch map example:
ofr those of you who've played halo, think back to the chiron level. you know, the one with all the teleporters.
http://www.4gamer.net/specials/halo_multi/img/05/ph12.jpg <--very messed graphics
http://nikon.bungie.org/screenshots/ign.102901/chiron.jpghttp://nikon.bungie.org/screenshots/truthandrecon.112202/pm_chiron.jpgalthough i have to admit this was a very fun map, its layout was confusing, and some rooms were never actually used as anything more than a passage between two areas. it was because of the awkward layout that this map was hardly ever played. you should always keep in mind that new players to your map should be able to find their way around quickly.