I wrote these two lists on Interlopers.net and I would like to share them with you all. The first one offers a broad understanding of a strong mapping philosophy. The second one is focused on improving the mapping of beginner Source mappers.
The 10 Commandments of Level Design (Philosophical)
1. You are the One True Master of your maps. No one else can build your maps for you.
2. Optimization is more important than aesthetics. Engine performance affects player immersion.
3. Even though your game-building programs may give you trouble, remain patient and vigilant.
4. Take strategic breaks to remain creative and avoid "mapper's block". Go outside sometimes.
5. Study the mapping of successful video games (Half-Life 2, Call of Duty, STALKER).
6. Lighting makes the level. Be bright, dramatic, and colorful. Use total darkness only if forced to.
7. Sound is the very best tool for player immersion and mood enhancement.
8. Never steal content from another mapper. Obtain permission before using the assets of others.
9. Seek out the opinions of fellow mappers and learn from constructive criticism.
10. Learn to create your own assets (textures (easy), models (intermediate), and entities (difficult)).
The 10 Commandments of Mapping for the Source Engine (Technical)
1. Valve is the creative force behind the Source engine. De-compile Valve's maps and utilize the VDC.
2. Optimization is more important than aesthetics. Engine performance affects player immersion.
3. Save your work often. Generate a spare copy of your work in case your map becomes corrupted.
4. Never use the "Carve" function for any reason. "Carve" will corrupt your maps and your computer.
5. Fix leaks as soon as you detect them. Leaks reduce map quality and ruin engine performance.
6. Playtest your level's gameplay as soon as possible. Add details only after the layout is finalized.
7. Learn about the tool textures and their effects on optimization, gameplay, and aesthetics.
8. Use two light entities per "light": a bright light_spot and a dim light of the same color.
9. Disable collisions and shadows on certain prop models to improve player movement and aesthetics.
10. Game environments need at least twice as many details in order to be considered "good" in mods.
Funky list, pretty interesting.
There´s a few oddities I didnt understand:
"Carve will corrupt your maps and your computer"
-- Carve IS a bit of a nuisance sometimes, but its not THAT dangerous..
"Use two light entities per "light": a bright light_spot and a dim light of the same color."
-- a weird one. You pretty much have total control of the bright´n dim "areas" of a light with the entity´ falloff variables.
--oh and how VBSP, VVIS, and VRAD behave, and the different tool brushes (blocklight, clip, hint brushes, etc), that stuff is crazy important.
Speaking of List 2:
I agree...it is very important to single out the tool textures. I think we will get rid of Rule 7 to make room for mentioning the tool textures.
I think explaining the different compile modes is pretty much covered by Rule 1 "...utilize the VDC".
Speaking of List 2:
I agree with the one regarding lights...that is more of a personal preference. We can remove it in favor or something better.
No, I think the one about the lights is pretty major, but maybe it could be made more general. Something like "Use directional lighting as well as omni-directional lighting." I think something like list 2 #6 belongs in the first list, talking about how gameplay should come before aesthetics. Lastly, what exactly do you mean by list 2, number 10? I didn't get it...
I have heard from several sources that game environments need many more details and props than real life does...in order for players to accept the game environment as adequately detailed. Maybe I will remove it.