A veteran n00b Created 13 years ago2011-03-02 18:22:15 UTC by esmajor esmajor

Created 13 years ago2011-03-02 18:22:15 UTC by esmajor esmajor

Posted 13 years ago2011-03-02 18:22:15 UTC Post #291030
Or is it the other way around? LOL!

Okay the reason for this post is simple... My mapping skills SUCK!

All of the maps I have ever created are hollowed out blocks, connected hallways, bad lighting and texturing. Playing HL as long as I have, and downloading diff maps and such, by now you would think I would be good at it.

Today while in hammer, I opened a decompiled GMOD map (I dont steal peoples work, but its nice to see how people do stuff ya know?) gm_construct.

Studying the structures near the spawnpoint got me thinking, and have me puzzled. All these years I have been trying to figure otu how to make windows and doors without having a LOT of brushes making up one panel. All this talk about "poly count" I guess had me concerned about lag and such.

Texturing is also an issue. the more "brushes" that make up a wall, the less I'm able to have the texture blend right in.

Dont ask me what i'm asking for by posting this, but its not ,making me want to make a REALLY good map of some type. Something that I can be very proud of.
Posted 13 years ago2011-03-02 18:22:38 UTC Post #291031
erm, this probably shoulda went into the journal, sorry, forgot about it LOL!
Posted 13 years ago2011-03-02 18:32:43 UTC Post #291032
Like anything the moar u do it the better you get ;)

Post some specific examples of you questions if you want(with or without instructive imageshack photos), and just about everyone will be happy to try to answer them.

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-02 18:36:36 UTC Post #291034
Well, you should plan out your map firs, get an idea, plan the thing! It will be much more easer to do stuff, also details will come on the way (while mapping).
  • From my GS experience
Windows should be made with lots of block who are then vertex'd into place. You can always use the texturing tool properties thingy to adjust textures.

Use custom models on some places, i mean, in source you dont need to be so careful when it comes to polys.
Lets say you make a model of stairs, import into your map, and just place clip where the stairs are, less work, more pretty.

But as i said, planning is the most important part, setting the atmosphere and what will the map be about. With out that, its all just blind work.
Stojke StojkeUnreal
You must be logged in to post a response.