Valve's Maps Created 20 years ago2003-11-27 19:31:01 UTC by m0p m0p

Created 20 years ago2003-11-27 19:31:01 UTC by m0p m0p

Posted 20 years ago2003-11-27 19:31:01 UTC Post #5829
Once when I was bored, I decompiled a map from Half-Life:Game of The Year just for fun. The map was c1a1e (the one when Gordon pushes the sample into the machine). I loaded it up into Hammer. I was amazed about how many invalid structures, wrong textures, useless structures, useless brushes and errors there were! I wonder if Valve were drunk when they built them! This is no offence to Valve or anything, but GOD! On the other hand, the errors were probably decompiler errors! WinBSPc is the most buggy decmpiler out!

{NOTE:I DID NOT DECOMPILE THE MAP TO STEAL ANYTHING! I JUST DECOMPILED IT TO SEE WHAT IT LOOKS LIKE IN IT'S ORIGINAL STATE WHEN VALVE WERE BUILDING IT!}
m0p m0pIllogical.
Posted 20 years ago2003-11-27 20:31:32 UTC Post #5838
I'm gonna write this one off as sarcasm, unless you're american. Which would mean you need help.
Posted 20 years ago2003-11-27 20:31:54 UTC Post #5839
Winbsp makes loads of mistakes when decompiling... It?s fun XD!... Anyway, I also decompiled them to learn about how things were done, good way to learn.
Posted 20 years ago2003-11-28 15:08:17 UTC Post #5941
Thats wat i do too learn :P
Posted 20 years ago2003-11-28 15:26:35 UTC Post #5945
Ive done that several times, to opfor maps too.
OMG i really wonder the compile time for those HUGE maps!
They cover all the grid!
Posted 20 years ago2003-11-28 19:05:14 UTC Post #5964
Winbspc gives absolutelly no indication of how the maps were constructed, geometry wise - it skrews everything sideways

what it does best is point entity work... btw, you can use ripent.exe for that... :D
Posted 20 years ago2003-11-28 21:07:42 UTC Post #5973
I've created TFC maps that fill all the space, now THEY take some compile time!
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