Mapping Techniqe Created 18 years ago2005-09-04 12:04:04 UTC by Stupid Troll Stupid Troll

Created 18 years ago2005-09-04 12:04:04 UTC by Stupid Troll Stupid Troll

Posted 18 years ago2005-09-04 12:04:04 UTC Post #132355
I have always wondered how the mappers of HL1 made it look like...HL1. I have tried millions of other maps, and none of them looked like their maps. I have tried, and failed. This also applies to their HLDM maps like crossfire, subtransit etc. How? Their maps dont even look that detailed :zonked:
Posted 18 years ago2005-09-04 13:06:48 UTC Post #132366
almost everything is about atmosphere, if you manage to make it like theirs you're a genius. Also architecture and other stuff are important too.
Posted 18 years ago2005-09-04 13:18:56 UTC Post #132368
yeh..its what drives people to play these maps...

Simple things, like a trim to the wall..a border for the window makes a real good effect. And backround things like pipes and vents. Stuff you'd see in an underground complex, or a semi-submersed DM arena.
38_98 38_98Lord
Posted 18 years ago2005-09-04 13:22:19 UTC Post #132369
Agreed wit SpaG.. That "feeling" of fear given by intensity, puzzles and the atmosphere of the whole game made Half-life a hit.
I mean I got really freaked out, when I saw the tentacle the first time.. :lol:

You can acchieve the atmosphere of half-life with:

1. Ambient sounds
2. Good lighting.
3. Gameplay

Read the tutorial on more info.
Daubster DaubsterVault Dweller
Posted 18 years ago2005-09-04 15:18:38 UTC Post #132386
Generally speaking, it takes insight to create good maps.

Mister Plod, what do you think make your maps different from Valve's maps? Can you pinpoint a certain thing, or certain things? If you can find out your maps weaknesses, then you're half the way up on improving them.

For ecample, my weakest point is creating layouts. I usually started detailing some rooms and adding rooms and all that, untill I got stuck at a point that I couldn't get a good flow into it. So, I started reading articles about it, looking at other maps and all, and changing the way I'm working. Now, I've got a decent layout ready for a HL2DM map and am busy doing the looks of it. Now, I want to be sure that it plays well before I start detailing it even further.
Posted 18 years ago2005-09-05 09:33:32 UTC Post #132479
Yes, what you guys all said defertly are true. I think the most important thing that made their maps look like they are was : Realism. They made it all look very life-like, and as though it wasnt designed as a SP level, but for the sole purpose of say, A science facility, if you know what I mean. Most SP maps here look as though like obstacle courses designed only for 1 person, as opposed to a fully operating science facility, or whatever. Also HL1's maps were very spacious, and also interesting. Not just tunnels > Rooms > Tunnels > Rooms. Damb, after saying that I am bleeding to do some more HL mapping ;)
Posted 18 years ago2005-09-05 09:53:59 UTC Post #132483
There are maps that have a similar feeling to Hl1, like the ones made by darkphoenix_68. Lighting is very important, and so is sound. It really isnt as difficult as it seems.
Posted 18 years ago2005-09-05 09:55:16 UTC Post #132484
Yeah, Im about to try the Valve style right now ;)
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