underground_1

Half-Life HL
underground_1 by hefsys
Posted 20 years ago2004-06-25 02:45:23 UTC • Unfinished • Half-Life
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Name
underground_1
By
hefsys hefsys
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
RMF/VMF
Created
20 years ago2004-06-25 02:45:23 UTC
Updated
20 years ago2004-06-25 02:45:23 UTC
Views
1453
Downloads
589
Comments
3
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Just wondering if people think this map is too complex for its own good.

3 Comments

Commented 20 years ago2004-06-25 16:29:52 UTC Comment #2485
...very odd. im surprised theres no invalid solid structures. 1 thing i noticed was that you used more brushes than necassery. for example the back wall had about 10 brushes where it couldve had 1 which covered the whole back wall instead of splitting it to make it match the shape of the wall. remember yuo dont need multiple brushes for a solid that bulges outwards like the cylinder.

btw, snap to grid ;)
Commented 20 years ago2004-07-02 01:11:36 UTC Comment #2570
Actually you do need >1 for the back wall because It's not shaped like a cylinder (when it spirals back up hl engine won't take it with only 1 brush). So, do you think it's too complex for part of a map or not? (I haven't finished it)
Commented 20 years ago2004-07-02 02:28:16 UTC Comment #2571
Just do a testcompile. As for complexity, no, it's actually a fairly simple map. But it's huge too... I'd say a bit too huge but that's up to you, depends on what you want the map to be off course.

Just a tip: make those lamps entities, e.g. func_wall. Good for the VIS process (those lamps don't really block visibility to other parts of the map, so why let them contribute to the VIS compile time? Nah, you'll learn about that later on), and also avoids face splitting. Not that that's really something to worry about the way you placed them, but when a brush touches another brush, the compile tools split that surface up into 4 part to avoid convex faces. When one of the brushes is an entity, they don't split up. Experiment a bit with that, and use 'gl_wireframe 1' in the console to see the effects.

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