help questions for halflife2 Created 17 years ago2007-03-17 01:28:13 UTC by ultra_mega ultra_mega

Created 17 years ago2007-03-17 01:28:13 UTC by ultra_mega ultra_mega

Posted 17 years ago2007-03-17 01:28:13 UTC Post #216124
i hate to say it, but i want some hints in some general about making halflife2 places. Just in general youssee.

Is it that hard?
Posted 17 years ago2007-03-17 02:04:10 UTC Post #216126
Ummm... It depends what you mean. I don't map for HL2, but I can guarantee you this isn't going to be enough information for anyone to work with. Describe in more detail what it is that you need to know, and you'll either get linked to a tutorial by one of our many irate members, or someone will be kind enough to help you.

But, hard? Well, yeah, mapping is kinda that way at first.
Posted 17 years ago2007-03-17 07:51:32 UTC Post #216133
one of our many irate members
That'll be me then.

Read them, they're there for a reason.

http://www.twhl.co.za/tutorialbrowse.php?tuttype=2
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-17 07:58:15 UTC Post #216134
Best way I find is to find some pictures of an area you want to map... maybe just google search interiors of buildings of pools or whatever, then attempt to map that. Its so much easier if you have something to follow rather than making it up yourself... ok, so it may seem like cheating but the results are great!

Otherwise just get ideas from other maps... or are there any parts in HL2 that you like but think you could do better.

Hope this helps.
Posted 17 years ago2007-03-17 08:33:31 UTC Post #216136
If you've come from the HL1 mapping universe, you'll either get HL2 mapping, or you won't. I've seen many a great HL mapper who just cannot adapt to HL2 mapping.

As for tips, you'll want to try and realise what Source's limits are, just as you would for HL1. I started in HL2 mapping by making a really small map (an alleyway) and detailing the heck out of it. Because it was small, I was able to really push the detail aspect without it taking a huge amount of time.

Have a good look through the prop models avaliable to you. Prop models are a crucial part of Source mapping. Basic knowledge of what props are avaliable to you will help you, I assure you: you'll know what you can do, and you'll know that there's a prop there to help you.

As alex said, use inspiration. Try experimenting, but don't release anything. Your first few maps (unless you're damn talented) will be pretty junky/buggy, but they serve as a starting point nonetheless. Read up on Source mapping (check our Links page) for some ideas of what the Source engine can do (bumpmapping, HDR, etc).
AJ AJGlorious Overlord
You must be logged in to post a response.