How It’s Done: MangyCarface
In this instalment of How It’s Done, I interviewed Mangycarface, the creator of Yukon. Yukon was one of the two community-made maps included in the Classless Update.

How did you get into mapping?
MangyCarface: I’d messed around with CS maps when I was much younger, but didn’t really do much with it past silly map modifications. When TF2 came out, I actually didn’t like it at first, but once I got into it the settings and gameplay really appealed in terms of design. So over the years I’ve honed my ability while working with TF2’s assets… as other mappers feel, it’s truly a unique game to map for. I think it’s especially easy to get hooked on mapping for TF2, because of the great community support as well as the support on Valve’s part, adding things into the game code to enable more unusual variants on gameplay.
How long, from idea creation to finalizing, did Yukon take, roughly?
MangyCarface: If I recall correctly, Yukon specifically was begun as part of a contest on ETF2L’s part, at a time when good quality 5CP maps were still a bit rare. The layout probably took around 2 weeks’ time, just setting up the basic brushwork and making it functional. I wasn’t able to get as much playtesting as I wanted, and started to detail right away. That probably took 3 or 4 weeks… I remember powering through spring break after going back home. After detailing it, I was able to get some playtesting through the IRC channels, et al, to make changes even after submitting to the contest I originally planned to enter. Eventually though, my interest in it faded until receiving contact from Valve. After that I spent another 2 or 3 weeks to add some polish to the map. so maybe over the course of 6 months-ish? Not that I spent that whole time on it.
When exactly did Valve contact you in relation to when the map was released? The model contributors seemed to receive absolutely no warning they were having their creations added in.
MangyCarface: I think the process is a bit different for models, but in my case it was probably 2 or 3 weeks prior to the update to get some legal stuff out of the way while I was polishing up. The paperwork was done by 7/28 and then the Classless Update came out on the 13th of the next month. Getting the paperwork to my fellow mapper and the material artist for Yukon, Ace, was a bit tricky since he’s in Sweden, and then we were between updates so I think it was just coincidence that it took a few weeks.
When designing Yukon, what kind of balance issues did you face or have to deal with?
MangyCarface: Yukon is a map that still struggles at the moment, and has a few issues that have been hard to address. When detailing, I realized I’d made a dumb layout mistake in terms of optimization and geometry and had to patch it up with the sliding door between 2 and 1. And throughout the map’s development I’ve debated about the middle point. Many feel it would play better were it higher on the bridge, but it’s hard to make a decision like that. Also, in earlier versions, having only 2 routes between 2 and 3 was causing stalemates which I thought wouldn’t have been a problem based on the 2ish entrances to granary yard. But without a yard, the gameplay’s quite different, so I ended up adding a path that to this day I’m not quite satisfied with. I also have a good list of suggested improvements from Jaeger et al. such as a path from below CP1 up to the hut next to it
What part did Ace play in the creation of Yukon? And did anyone else help at all?
MangyCarface: Ace was very helpful in fulfilling material requests. We were kind of both working with maps at the same time, and originally Yukon was to be snowy, but I ended up liking his darker grey textures so much as to switch tracks to along those lines. I think many of the materials he made are commonly used now within the mapping community. As for other help… well, as always, my home community 2F2F and friends there were great help in terms of getting constant pub playtesting, but I also had friends in ETF2L and stateside helping me get tests of varying quality in the 6v6 environment. Many of whose suggestions influenced the map’s changes, and TF2maps.net was useful for stylization criticism among others
If you were given the opportunity, would you want to continue working on Yukon for official tweaks?
MangyCarface: Yes, I think Valve lets community mappers update their maps if needed. As soon as I clear some space in my schedule I’d like to make some tweaks.
What resources can you recommend for someone who wants to get into mapping or wants to map in TF2?
MangyCarface: The first thing they’ll want to do is register at TF2maps.net, undeniably the best resource for TF2 mapping. I also contribute to a group blog which isn’t as often updated as it ought be but, nodraw.net has some neat articles on the matter. It’s best to begin with the mindset that you don’t want to try to make your magnum opus with your first map, just practice, practice practice, and learn from your mistakes. If you hit a block where it seems boring or too hard to go on, step back and re-evaluate, and if you don’t enjoy the actual process of mapping, perhaps it’s just not your thing- I wouldn’t advise anyone to sink the hundreds of hours into a hobby they won’t enjoy.
If there was one big tip you could pass on about mapping for TF2, what would it be?
MangyCarface: Type tf into the keywords field in the material browser. HL2 textures are a no-go, it’s the #1 most common mistake made I find.
Are you going to make more maps and try to get them into TF2?
MangyCarface: Well, let’s see. I’ve probably made a dozen by now, and just won a TF2maps contest for my CTF map. I’m working on the artpass challenge at the moment and hope to bring something appealing to the table, though I have mixed feelings about the whole thing. So, in short, yes!
Do you think it’s wise for mappers to design their maps to emphasise on comp play, or is it good to keep things relatively balanced between comp and pub?
MangyCarface: I like to think perfect map design works across all player counts, but none of us are perfect so it’s good to set goals when you begin a map. Target audience might be a good goal to have in mind. Either way, I believe mappers should be open to the idea of how their map might play at the 6v6 level, and although being a good player does not make one good at layouts, there are definitely good people out there in the competitive community to consult about gameplay.
Thanks for the interview!
MangyCarface: My pleasure.
Lessons Learnt:
-Try to test your map with a variety of audiences, to ensure it works on both pub and comp levels of play.
-Don’t use HL2 textures for a TF2 map, as they do not fit in with the style well.
-Don’t be afraid to consult competitive players for gameplay related information, they will help you pinpoint exactly what problems your map may have.
…And there’s the story behind Yukon. Join us next time when I shall interview JoshuaC, the maker of Watchtower.


















