Is my mapping way very old? Created 7 years ago2017-02-12 19:46:10 UTC by REBELVODKA REBELVODKA

Created 7 years ago2017-02-12 19:46:10 UTC by REBELVODKA REBELVODKA

Posted 7 years ago2017-02-12 19:46:10 UTC Post #333451
If is yes, say what year it is :P
c'mon, post :D
REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2017-02-13 00:01:57 UTC Post #333458
Why would we think either way?
Posted 7 years ago2017-02-13 00:40:47 UTC Post #333459
As a wery old, I can fathom the scene to be with me.

The question don't make sense, and I get the feeling it's not a worthwhile one even if it did.
Jessie JessieTrans Rights <3
Posted 7 years ago2017-02-13 05:04:28 UTC Post #333462
Jessie; destroying fun since 2001.
Posted 7 years ago2017-02-13 06:10:44 UTC Post #333463
Vodka refers to his mapping style, which looks like something from the early early 2000s :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 07:24:57 UTC Post #333464
Constant mapping in grid 1 should be illegal.
Stojke StojkeUnreal
Posted 7 years ago2017-02-13 11:15:23 UTC Post #333468
Constant mapping in grid 1
For all god´s sake!, what does that mean? :nuts:
Posted 7 years ago2017-02-13 12:12:45 UTC Post #333469
It's the grid size:
1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 13:53:47 UTC Post #333476
1 is for tiny maps then, right? (Ignorant mode: On) I do maps as I draw, the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark... (I didn´t evolved so much this last 15 years). :lol:
Posted 7 years ago2017-02-13 15:44:52 UTC Post #333478
Yes and no.
Yes, you could make tiny maps if the player size was 1 or 2 units. Man, imagine a 2048^3 unit map, with a 1-unit player xD

And no, because with a 1-grid spacing, you can cut your brushes with a lot of detail. 1 unit is the smallest thing GoldSrc accepts in maps. Anything below that will give some problems :/

Units are just measurements: door height - 96 units; wall height - 128, 192, 240 or 256 units; small crate - 32x32x32 units; wall thickness - 4, 8 or 16 units etc.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 15:54:12 UTC Post #333479
the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark..
:gak:
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-02-13 16:12:33 UTC Post #333481
Man, I don't think that QuArK has a grid, even :P
I have QuakeArmyKnife installed on my laptop, but I've never used it, so...

Hmm, also, @abbadon, why Quark? I know it supports Quake, GoldSrc, Source and even other games using idTech 2 and 3 (MoH:AA for example), but seriously? QuArK!? quack! quack!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 19:22:34 UTC Post #333486
the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark..
:gak:
:gak:
Posted 7 years ago2017-02-13 20:51:28 UTC Post #333490
the only way I know to measure something is using the "info_player_start" entity´s size in the 2D wiew in Quark..
:gak:
:gak:
:gak:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 21:41:16 UTC Post #333491
Constant mapping in grid 1 should be illegal.
Does that means I'm going to jail ? I've spent most of my life mapping on grid 1.
Posted 7 years ago2017-02-13 22:05:31 UTC Post #333492
... should be illegal.

Therefore, it is not illegal yet, and you're not going to jail :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-13 23:27:51 UTC Post #333493
:crowbar: WTF? " :gak: " :lol: Yes I´m weird :walter:

BTW: Quark is a good map editor. I did try Hammer several times and found that I like more the way Quark is designed. Making a map and configuring it takes only a few minutes, less if you use the last version that includes all you need. :)

Btw: I use a 1 unit block that is 1mx2m, the average size of a HL player. From that I made a 5x2.5 block, that is, a perfect square 5 info_player_start wide, from that I made a ruler composed with multipliers of that size. That way is easy to make maps like the Zion dock, which is almost 1:1 in size after scalling it (did not remember the constant, I mean I did not remember if it is 1:4 or 1:6 after scalling, right? ), the map occupies almost ALL the available space in the 2D view of the editor. ;)

Looks difficult, but once you do the ruler all comes easy. I did not know anything about scales and grids (shame on me). My mapping is based solely on real sizes compared with that info_player_start and 2D-3D drawing techniques, you know, from paper to screen. :)
Posted 7 years ago2017-02-14 06:08:30 UTC Post #333500
Well, @abbadon, you're really good at what you're doing then. clap, clap, clap
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 16:16:50 UTC Post #333506
Au contraire!!, I feel like I did a building from a rock using a hammer... but It is the way I draw comics, prehistoric but effective for me. XD
Posted 7 years ago2017-02-14 16:19:48 UTC Post #333507
I'm sure that Vodka95 rarely even touches the grid under 8 xD
You didn't even know about the grid, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 16:23:26 UTC Post #333508
Grids are useful with perspective studies.
Posted 7 years ago2017-02-14 18:00:58 UTC Post #333512
And a matrix is useful when projecting 3D stuff on a 2D screen XD
At least I heard so :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 21:26:51 UTC Post #333514
Does that means I'm going to jail ? I've spent most of my life mapping on grid 1.
How did you get out of your-- Back! Back I say! Closes the cage door
User posted image
:P
Stojke StojkeUnreal
Posted 7 years ago2017-02-14 21:48:54 UTC Post #333515
LoL, this would be so sad in real life.
Fortunately, it's never going to happen.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-14 22:34:30 UTC Post #333516
I remember when I mapped with a standard of 6-unit thick walls.

...I'm glad those days are over.
Notewell NotewellGIASFELFEBREHBER
Posted 7 years ago2017-02-14 23:27:32 UTC Post #333522
And a matrix is useful when projecting 3D stuff on a 2D screen XD
At least I heard so tongue - :P
Yesh!!, I did my first grid when I was 8, I saw it on a book and I fell in love with how people draw things using a so simple thing, then I learned to make things by instinct, I climb down of the tree of evolution, haha!!
How did you get out of your-- Back! Back I say! Closes the cage door
LOL!!, how rough are you !!! :crowbar:
Posted 7 years ago2017-02-15 12:54:57 UTC Post #333529
I remember when I mapped with a standard of 6-unit thick walls.
I remember when I mapped with a standard of:
32-unit thick walls
8-unit thick fences
64-unit thick floors and ceilings
16-unit thick doors (NEVER again)

Now I am so glad that I reduced it to a much more realistic scale:
4 to 16-unit thick walls
2 or 4-unit thick fences
32-unit thick floors and ceilings
4 or 8-unit thick doors

That is so visible in my school map. In the old version, everything was so thick, and unrealistic. Now, I made much better improvements to dimensions :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-02-15 21:58:42 UTC Post #333538
Cool!, we want screenshots! ;)
Posted 7 years ago2017-02-16 07:57:07 UTC Post #333542
I remember when I mapped with a standard of 6-unit thick walls.

...I'm glad those days are over.
I did take a look at the RMFs for Colony42 and was meaning to ask to about that... Like, how our why would that be a thing? :gak:
monster_urby monster_urbyGoldsourcerer
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