half life 1 mapping hints and tips Created 18 years ago2005-09-13 14:52:57 UTC by killer1102 killer1102

Created 18 years ago2005-09-13 14:52:57 UTC by killer1102 killer1102

Posted 18 years ago2005-09-18 16:16:32 UTC Post #135575
1-Always put a puzzle in every corner !! :nuts:
2-Stop mappping when you get bored of it.Or you ll screw up the map.
3-Do not run away from detail!
4-Use carve if its only necessary
5-Make it long and challenging :glad:

A special tip to Captain P:Make a grunt with an unavoidable GL. :sarcastic:
Posted 18 years ago2005-09-18 16:17:38 UTC Post #135576
ELON is your adverter from doom?
Posted 18 years ago2005-09-18 16:21:21 UTC Post #135580
i'm using firefox
shading and transperanty are ok, but it looks deformed :>
Posted 18 years ago2005-09-18 16:26:01 UTC Post #135582
Mmm, looks the same as ever to me, really.

killer: yes.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-09-18 16:41:43 UTC Post #135589
A special tip to Captain P:Make a grunt with an unavoidable GL. sarcastic - :sarcastic:
Never forget to ask yourself: is this fun to play? ;)

Some things aren't impossible for a player, but they aren't fun either. It's hard to strike a good balance, but it is important. That's also where (multiple) playtesters come in so handy. I've got a small Dutch forum and that's always a nice group to get feedback from. Taking feedback, whether you like it or not, is an important thing.

Again, don't abuse your freedom. For example, in HL2 you can create much larger maps - but without vehicles, and with the current slow movement, larger maps are probably not the wisest thing to do. When I was testing a layout, I quickly found it becoming very boring because a lot of paths were just too long. Someone from the UT community once said that paths between area's or intersections shouldn't take more than 2 seconds to travel. In a multiplayer game, a player wants combat, not exploring the same (long) corridor over and over again.
So, if you can do something, consider if it's an enhancement or not first.
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