Everyones best tips Created 20 years ago2004-08-10 21:02:33 UTC by zeeba-G zeeba-G

Created 20 years ago2004-08-10 21:02:33 UTC by zeeba-G zeeba-G

Posted 20 years ago2004-08-10 21:02:33 UTC Post #49923
It would be a great post if every one posted there greatest tips for mapping-for anything. Kindah like the first post in this category except that its been a long time and everyones gotten better...
Posted 20 years ago2004-08-10 23:24:06 UTC Post #49973
this was supposed to be a helpful post/...
Posted 20 years ago2004-08-10 23:27:02 UTC Post #49974
okay,

-never texture the outside of your map with the -SKY texture
-Test your map very often, and check for errors
-Before submitting a map, rate it yourself, and what you would think
of it
Posted 20 years ago2004-08-11 00:00:09 UTC Post #49976
What if you want to use an env_light to light your map? :P
Posted 20 years ago2004-08-11 00:07:06 UTC Post #49978
start small
Posted 20 years ago2004-08-11 00:22:29 UTC Post #49984
-An entity's trigger target has a slight issue with multisources.
-Before you create a map, get an idea of what you want it to be like.
-Read the tutorials before you post.
-Start small, indeed.
-Carving can be tricky until you get familiar with it and its issues.
-Be careful with Vertex Manipulation. (It's a good Idea to back up your map beforehand)
-Light textures are better.
-Use your Hammer Setup Guide (help>help topics) or the tutorial on this page to set up hammer. (If you're using Steam, I dunno)
-It is good to create some experimental maps to tinker around. A little trial and error.
-Compile often.
Posted 20 years ago2004-08-11 00:31:37 UTC Post #49987
I was the one who said the remark about the 'int brushes.

My recommendation: Don't carve.

Use texture lighting in general and not point lighting.

A better suggestion would be to practice and read about VM, and then experiment with it and see how you get errors, and how you can fix them manually. It's great practice :D .
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 01:54:19 UTC Post #49996
THE BIGINERS TIPS JAR :D:)
  • before asking a question try to find out the awnser yourself (learned the hard way)
-you should AT LEAST make one screw around map, to play with entitys u never used to find out wat they do, or just to get a feel of hammer

-map for hl first, then go onto mods like spirit or sc, as hl will have the most support for mapping
Posted 20 years ago2004-08-11 01:57:21 UTC Post #49997
-don't make big outdoor maps

-don't think that you can create a mod after you created only a couple of maps

-use a lot of textures on each map, to give them variety

-don't submit you're first few maps
Posted 20 years ago2004-08-11 02:05:09 UTC Post #50002
-don't think that you can create a mod after you created only a couple of maps
Well said. Thank you.
-use a lot of textures on each map, to give them variety
But try and keep a distinct theme to the map. For example, don't mix fifties floors with the tnnl walls. Look back at places like Office complex. They have a few changes in style, like the freezer and guard area where you can pick up the shotgun, but they have one distinct style which makes you feel like youre in some office complex. There are elements of the fifties theme in even the industrial areas. With practice, you can master this technique of mixing styles.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 02:31:53 UTC Post #50005
What helps me to create a coherent level:

1. Reference material. Usually I search on Google for about a 15-20 minutes to find photographs of the type of area I have in mind. This helps me create a more convincing level.

2. Draw it out. I didn't do this when I was a beginner, but I'm finding it more and more usefull to try things on paper before mapping them. This may differ from person to person however.

3. Create small test-maps for entity-setups before implementing complex entity tricks. Creating small maps to 'get the right architecture, lighting, mood, overall feeling' is a good habit too. You can copy these things into your final level and modify them so they fit with the rest.

4. Testcompile often, backup often. Usually I save to another file after each major change I made (map_v01, map_v02, and so on). Yes, that's learned the hard way...

5. Look at how others did it. Did you see a really interesting level? Try to find out what exactly made it interesting. I don't say copy, I say let yourself get influenced by others.

6. A lot of technical knowledge isn't necessary to create good maps. However, it does allow you to express yourself easier, faster and on a 'higher level'. So learn about your tools!

7. Stuck for idea's? Read some books, watch a movie, take a stroll in the park... just relax. I get most of my idea's when I'm totally not busy with mapping at all. For those with a bad memory (like me), write (or draw) it down. It may be of good use later on...
Posted 20 years ago2004-08-11 02:51:57 UTC Post #50011
  • Practise two dozen times before working on anything proper.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 07:17:15 UTC Post #50084
really seventh? my first map was pretty good (for a first map, desent textures, monster_maker, even a flight of stairs. i read the tuts :)) and i didn't practis at all before that :)
Posted 20 years ago2004-08-11 07:23:30 UTC Post #50085
It was good 'for a first map', wich isn't what Seventh means. My first map was a L-shaped corridor, later extended with an elevator and some entity trickery. Nothing serious you would release to the public...

When it comes down to releasing a map, make it as easy as possible to the player. Zip the files correctly, make sure all (and only) necessary files are included. Take your time to ensure the map plays and looks well. If that takes another day compiling, then do so. Noone cares whether 'compiling took to long' or not. All the player will see is the end-result.
Posted 20 years ago2004-08-11 07:33:53 UTC Post #50087
1. Mitering corners. Some people seem to do it. You shouldn't. It makes brushes hard to manage, and doesn't decrease r_speeds in any way.
You see, as long as faces have exactly the same texture properties, they're combined into one surface when possible. Wich means there's no need for mitering your corners...

2. Null texture. Some people see this as the major r_speed solver. In fact, it can only reduce your r_speeds in certain situations, like when faces are rendered but never seen by the player.
Don't texture the outside of your map with this null texture, as this outside gets discarded already by the compile tools.

3. Sky. Just use sky brushes to seal of your level in open air area's, do not surround the map with a skybox. Skyboxes let the compile tools compile much more faces and space than necessary, causing longer VIS and RAD times, and often higher r_speeds.
Any surface that touches a skybrush is being compiled. It may not be seen by the player but it gets compiled. Maybe something to mind to reduce compile times a bit.
Posted 20 years ago2004-08-17 17:48:08 UTC Post #51675
wat doese milter mean?

1. don't make it too big! big maps LAAAAAG!!!!

2. start off easy (eg. when u first start don't use trigger_cameras...too complicated for biginers)

3. never ever EVER revive a thread like this... OMG I JUST DID!!! (angry mob forms outside toontons window) ok i got to go, now where did my crowbar and mp5 go?
Posted 20 years ago2004-08-17 18:51:35 UTC Post #51683
before asking a question try to find out the awnser yourself (learned the hard way)
wat doese milter mean?
Did you try and find out the answer yourself? Look what the dictionary says:
miter

Mi"ter, Mitre Mi"tre, v. t. [imp. & p. p. Miteredor Mitred; p. pr. & vb. n. Miteringor Mitring.] 1. To place a miter upon; to adorn with a miter. ``Mitered locks.'' --Milton.

2. To match together, as two pieces of molding or brass rule on a line bisecting the angle of junction; to bevel the ends or edges of, for the purpose of matching together at an angle.
It means to make a 45* angle on your corners, in mappers' terms. Some people seem to think it reduces lag.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-17 19:27:04 UTC Post #51686
Here are my greatest tips:

Never spit into the wind.

Never pee into a fan.

Never crap into a gyser.

Never eat yellow snow.

no, really:
  • Use the transform tool to rotate an object, otherwise you won't get it exactly the way you want it, and leaks or other stupid errors may occur.
  • Plan out the room that you are going to do by doing some kind of a sketch of what you want, before you just jump in. That way, you can just mimick your sketch. It doesn't matter if you are an artist or not, it can be as crappy as you want. some time maybe I will post one of my crappy sketches, then what I made out of it.
  • Do not use the carve tool, or the hollow tool, unless you are looking for leaks and make a skybox around your map.
  • Look for leaks by making a skybox around your map and putting green obnoxious colors of light outside, so that you can see it coming in through the leak.
Posted 20 years ago2004-08-17 21:36:57 UTC Post #51706
Do not use the carve tool, or the hollow tool, unless you are looking for leaks and make a skybox around your map.
im sry put i carve (sometimes) and havn't found not 1 leak, i don't know wat u guys r talking about
Posted 20 years ago2004-08-18 02:38:03 UTC Post #51737
What's the problem with carving? I'll tell you:

1. Sometimes it'll end you up with brushes that have their vertexes (corners) not exactly on the grid (and then I mean the minimum grid size). During the compile process, all such vertexes are set to the nearest grid point. This can cause really small leaks to happen.
2. Sometimes it doesn't cause leaks because some other brush behind it sealed the level off anyway. In such cases, carving just ends you up with more w_poly's and a longer compile process.
3. Also, carving allows you little control over the way brushes are clipped. The Clipping tool gives you much more control and lets you avoid the above problems easier.

Leaks:
http://collective.valve-erc.com/index.php?go=leaks

Oh, and I just like to stress it once more: preventing is easier as fixing! ;)
Posted 20 years ago2004-08-18 14:58:29 UTC Post #51886
get used to making lifts out of func train.... its a lot less buggy but more time consuming than making them as func doors!!
Posted 20 years ago2004-08-18 17:33:55 UTC Post #51922
u can make lifts from func_door? :
Posted 20 years ago2004-08-18 17:36:56 UTC Post #51923
Yeah sure, cause you know, they can go up/down aswell ;)
My best tips? err...
Posted 20 years ago2004-08-18 17:52:53 UTC Post #51926
clipping properly is better than carving, NEVER EVER CARVE, it causes trouble
Posted 20 years ago2004-08-18 18:07:40 UTC Post #51928
-get good compilers

-DONT use hammers compiler front end.

-shutdown EXPLORER and anything unnessasary running, when compiling big mapps, in some cases it can shave hours off compile times.
Posted 20 years ago2004-08-18 18:10:39 UTC Post #51929
:) oh and another
  • Zoners tools can use individual .RAD files for each map (allowing for fine lighting ajustments, just leave the .RAD file in the same directory as the map with the same file name as the map and the compilers will pick it up automaticly and override any default .RAD texture lights with the duplicate entrys.
Posted 20 years ago2004-08-18 18:40:44 UTC Post #51932
few extra tips

-dont rush your maps there not on a deadline (unless its a competition)

-try not use the bog standard WADS its not hard to make new ones

-check ur proportions of tables chairs and other things you may add
Posted 20 years ago2004-08-18 18:51:49 UTC Post #51935
My best tips must be to say that you should always try something new. Dont just make a map that has some vents,doors,windows and let it be done... Go beyond what anyone hase ever created. This is what makes people like your maps by saying WOW i should have done that. Half life alwready used it,s textures for everything you can pretty much easily think of so make your own vent textures even if there a little diferent and so on.
Posted 20 years ago2004-08-19 02:03:44 UTC Post #51992
-try not use the bog standard WADS its not hard to make new ones
It's hard to make good ones though. Luckily there are custom wads available on the web, and if you're lucky, maybe one of your friends happens to be a texture artist...

And yes, it's good to keep up-to-date with your tools.
It's also good to know at least a bit of 'everything', e.g. not only mapping but also a bit of modelling, texturing and so on. At least it's helpfull to me... ;)
Posted 20 years ago2004-08-19 02:38:13 UTC Post #52008
-Carving is ok only in a perfect situation, it's a part of hammer and can be a valuable tool, learn how to use it properly.

-Be patient, rushing through a map will only hurt the quality.

-Practice vertex manipulation on same sized triangle placed together, you can do some neat effects like this when it comes to terrain.

-Make sure when clipping a corner to have your clip start and end points on actual map grid on the lines you are clipping, it could save you grief down the road.

-If something looks stupid, change it.

-Read the forums, look for answers, and if you can't find the answer ask here because this is one of the most helpful and friendly modding communities out there. Thanks for all the help guys! :)
Posted 20 years ago2004-08-19 02:46:57 UTC Post #52011
-Carving is ok only in a perfect situation, it's a part of hammer and can be a valuable tool, learn how to use it properly.
It's an obsolete tool since the Clipping tool can give the same results while keeping your map easier to mantain, and it's easier to avoid problems with the Clipping tool where they would occasionally happen during Carving.
Sure, carving can be used, but since it usually gives a lot of problems to beginners and more experienced users know how to work with Clipping and VM, wich give much better control and possibilities...

-Inspiration is an important thing. Although it isn't technically 'mapping', one should consider mapping not only the creation of architecture and the applying of textures and lights. Mapping is where it all comes together. Story, theme, athmosphere, interaction... just a few things that are very closely related to mapping. Don't limit yourself by thinking something 'doesn't belong to mapping so it shouldn't be done'. Be creative, be open to new idea's. A recreation of de_dust, no matter the quality, just isn't interesting anymore...

-Problems? That's what test maps are for. Experimenting yourself can give some unsuspected idea's too... ;)
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