anyone got killer prefabs? Created 19 years ago2005-12-07 13:53:52 UTC by peter_mcpeter peter_mcpeter

Created 19 years ago2005-12-07 13:53:52 UTC by peter_mcpeter peter_mcpeter

Posted 19 years ago2005-12-07 13:53:52 UTC Post #150902
i thought people on here would more than likeley have access to some wicked awesome prefabs. like lights and rooms and hallways and junk like that. or even just a big arsenal of doors that are all set and ready to go. cause the way im doin it is fun but also very time consuming. im making maps for HL1 btw.
Posted 19 years ago2005-12-07 13:57:28 UTC Post #150904
Posted 19 years ago2005-12-07 14:04:45 UTC Post #150905
im rolling ?50,000 that he's american
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-12-07 14:09:01 UTC Post #150907
http://prefabs.gamedesign.net/game.php3?game_id=3&num=0 This should do it. I got a few turret prefabs from there. The Boltcannon is ace , if you find it
Instant Mix Instant MixTitle commitment issues
Posted 19 years ago2005-12-07 14:46:10 UTC Post #150917
ok you got a bet, i bet $50,000 hunters european. whats your point
Posted 19 years ago2005-12-07 14:55:51 UTC Post #150919
no point except to say that i havent heard 'killer', 'wicked' & 'awesome' used for a while. :P

and yep, im European.

I'm pretty sure most people know which country.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-12-07 17:49:54 UTC Post #150961
No need for prefabs - they kill consistency and are easily overused. The prefab system is nice for maps that use a certain lamp or door a lot, you could create your own prefabs to add to the consistent feeling of your map, but using other peoples prefabs often doesn't result in very good maps.

Plus, quite some prefabs often contain problems...

And another thing, you can spend a lot of time on details only to find out you're stuck with the layout you've got so far and you don't see a way to finish a map. Doing the rough layout first helps a great deal preventing this. You can add details in a much more focussed way later on once you got the general shapes done as well. Saves you time and yields a much better result than inserting random prefabs.

/rant
Posted 19 years ago2005-12-07 19:41:51 UTC Post #150984
Yes P, you've said this...
Posted 19 years ago2005-12-07 19:56:46 UTC Post #150986
Not to this guy, he hasn't.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-12-08 07:30:41 UTC Post #151029
Be carefull with prefabs, they may contain invaild solids, planes with no normal, complanar planes... : Also I seggest you do them by yourself, it doesn't metter if they wont look right at the start but they will help you get better till you can make great prefabs.

I made some prefabs of my own... :)
Posted 19 years ago2005-12-08 08:07:15 UTC Post #151039
i thought people on here would more than likeley have access to some wicked awesome prefabs. like lights and rooms and hallways and junk like that. or even just a big arsenal of doors that are all set and ready to go. cause the way im doin it is fun but also very time consuming. im making maps for HL1 btw.
People needs prefabs cause they know their own mapping skills sucks!If you are one of them,sry not so many people give prefabs in here, so that you can use them and tell everyone that you made it!
Posted 19 years ago2005-12-08 17:24:57 UTC Post #151151
stfu saco, you cant even do a change level. lol. why do so many people have such smartass comments when people ask for help. face it were all nerds.
Posted 19 years ago2005-12-08 17:39:51 UTC Post #151154
Thats Saco for you, like I said he gets stressed easily like a bull who see's red.
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-12-08 17:43:44 UTC Post #151156
why do so many people have such smartass comments when people ask for help.
actually... it really is just saco.

unless you refer to my 'bet he's american' post, but that was purely observation of different languages rooting from the same base language.
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-12-08 18:15:59 UTC Post #151164
Posted 19 years ago2005-12-08 18:27:28 UTC Post #151167
Here's some city themed prefabs I've made. they aren't much but they are prefabs non-the-less. I might make another pack of generic prefabs once I finish cs_poltergeist.

http://twhl.co.za/mapvault_map.php?id=3156
Posted 19 years ago2005-12-08 19:10:37 UTC Post #151183
Don't mind Saco,
or the American Bashing. Not very fun to be critisized all day for my nationality. I only really post here occasionally now.

Prefabs eh?

Well, Most people on this site don't really support Prefabs. I believe they are a great way to save time, and add consistancy to your map, but its great to have a little flair of another mapper's stuff.

I consider it like code... No-one writes their code entirly, or even mostly. Code is taken from what other people have put in place as a base code. I do not personally include prefabs in my work, although sometimes I use some of the BM stuff. No point in re-creating a soda machine when theres one right there in front of you.

It depends upon how much do you want your map to be custom. Really, It seems repetitive to have HL textures in your map, although I use them all the time. I really don't have the time nor enisative to make my own textures, and it really doesn't matter much to be in the first place.

Excuse my post on Catain P,
Just that he says this A LOT, and I happen to differ in opinion.
Posted 19 years ago2005-12-08 19:25:33 UTC Post #151185
just out of curiosity, what kind of maps do all you turbo dudes make? half life2? counterstrike, or cs source? i tried to make my first cs map today and ran into lots of problems but i wont get into that, i just need time to figure it out
Posted 19 years ago2005-12-08 19:29:34 UTC Post #151186
Start with HL1 maps, and build up your mapping skills.

Follow closely the tutorials on this site before attempting anything rash. Start realisticly, and ask questions to us as you go along.

http://twhl.co.za/wheretogo.php
Posted 19 years ago2005-12-08 20:48:49 UTC Post #151201
I think uniqueness just matters more to me than to you, Bratty. That's just fine. :)

Mapping is a process with many different sides. There's the technical side which will cause quite some problems first but you'll get over that if you invest some time learning things and experimenting (and here I agree with Bratty that the maps of others are useable - as examples and such).

Then there's the design part, roughly divided into a visual part and a gameplay part. They're related somewhat but there's still quite a difference between them. I believe this part requires the most insight or talent. You will need insight in how the game plays, in what makes maps fun to play and what not. Again, others have written about this and playtesting helps with experimenting here. The visual part is developing a feeling for what fits together, what looks good, where detail is best spent, and so on.

There's still more to it than these things. Besides the technical side there's the art side as well. Creating textures, models and so on can be considered as part of the level-design process.

Conclusion ;)
I know this is sort of a chaotic rant about my view on mapping, but what I'm trying to say is that it's best to experiment with the technical side a bit before attempting a map you intend to release. Creating a map goes much better once you're a little familiar with the tools and all.

As for what I'm mapping for, mainly HL2DM at the moment.
Posted 19 years ago2005-12-08 21:19:08 UTC Post #151205
I use my own prefabs, do you look down upon that?
Posted 19 years ago2005-12-09 05:01:20 UTC Post #151226
The Boltcannon is ace , if you find it
Forgive me, but i freaking hate it when people use my name as an adjective.

Nah i dont bother with prefabs.. usually i would make it myself. but if it is something too complicated, like a detailed vehicle, i might look for a prefab to use.

But Capin' P is right. Uniqeness matters ALOT
Posted 19 years ago2005-12-09 06:28:04 UTC Post #151233
I use my own prefabs, do you look down upon that?
No, not at all. It's a usefull system for saving time and adding consistency.

It's not that I really look down on using others prefabs as well, but I see many downsides to doing so, hence my rant on them. ;)
Posted 19 years ago2005-12-09 19:03:17 UTC Post #151358
I have a question related to this...

When I make my own Prefab, is there a way I can take it apart?

I mean, If I make two brushes and turn them into 1 prefab, when I create the prefab, is there a way I can take one brush off of the other, or are they indefinatly attached?
Posted 19 years ago2005-12-09 19:13:34 UTC Post #151359
Thats Saco for you
actually... it really is just saco.
Don't mind Saco,
OK,OK SHISH!
stfu saco, you cant even do a change level. lol
hey at least I can make prefabs :P and I think I figured out why my level change dont work, :P some of them work and some of them not...I guess its just ...this thread is not about that anyway.
Posted 19 years ago2005-12-09 19:24:36 UTC Post #151367
yay! the old and happy saco appears to have returned! :biggrin:
Archie ArchieGoodbye Moonmen
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