Architecture Created 18 years ago2005-06-08 15:36:12 UTC by Vallian88 Vallian88

Created 18 years ago2005-06-08 15:36:12 UTC by Vallian88 Vallian88

Posted 18 years ago2005-06-08 15:36:12 UTC Post #113291
I've noticed that in many levels that I've created and some of the ones I've played, the design is pretty, well... bad. I'm just looking for tips on how to make a map look better. Of course everyone always says detail, but I want to know how the better mappers out there design their maps.
Posted 18 years ago2005-06-08 15:50:36 UTC Post #113292
Heh well I'm not the best as designing stuff but i'm a lot better than I used to be!

I learnt of the clip and vertix manip. tools.
If you make a block and use the clip tool to make cool shapes then it will make maps more interesting.

Make arches, try not to make too many blocky rooms and try to make roundish rooms or hexagon shaped rooms.
Use decals in places to add that realism and make sure to add ambient sounds.
Oh and to add the best mappers are often people who build buildings in real life. They know how a building is constructed, the shape, the measurement etc.

If you knew that then your maps would be realistic in a way that it makes your maps good.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-06-08 16:05:18 UTC Post #113296
Tamm! Tamm!

It's tutorial time!

http://www.hlcore.tk/ and then click on 'Articles'
Kol is the man when it comes to architecture, believe me.

And of course snarkpit:
http://www.snarkpit.net/editing.php?page=tutorials

What about the VERC?:
http://collective.valve-erc.com/index.php?area=resindex

Of course there are other sites out there.

I think it's better to read articles on this topic as they usually summarize a great bandwidth of knowledge rather than just one single oppinion.
Posted 18 years ago2005-06-08 16:21:14 UTC Post #113297
Practice, practice, practice. Did I mention practice?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-06-08 17:33:47 UTC Post #113302
3 times, then a forth
Posted 18 years ago2005-06-08 17:52:24 UTC Post #113305
wrong, gargy. He only mentioned 'practice' 3 times... The original practice was in fact 'Practice' with a capital P.

We should debate this matter further
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-06-09 02:44:09 UTC Post #113361
Or not. ;)
Posted 18 years ago2005-06-09 03:53:20 UTC Post #113366
I ussaly look at real buildings...
Posted 18 years ago2005-06-09 04:04:10 UTC Post #113367
...mappers are often people who build buildings in real life. They know how a building is constructed, the shape, the measurement etc
That'd be me some years from now!
Some small mapping tips:
-A good map must have a reason for existing. Try to do something we havent seen before. (sounds hard)
-In deathmatch maps, avoid repetitive and labyrinthic hallways. The players must always know where they are. They need recognizable references in the map to orient themselves.
-A map must consist of different areas of different sizes. Weapon, item and respawn placements have the final word when it comes to game flow.
-Performance is the first objective. No matter how good looking a map can be, it wont be fun at 10 frames per second.
-Balance the map detail. In a small room, you can always place more pipes and other detail that in a big room.
-When trying a deathmatch map, think that other players consist of more polygons, so the r_speeds/+showbudget are not exactly what you see when you are playing it alone.
-Work on the 3 fundamental scales of mapping with the same effort:
1) Theme
2) Architecture
3)Detail
If one of these is wrong, the map wont work or at least it wont be remembered for long.

I'll think of other tips later, I need to go to the Post Office to send some Uni stuff :S
Posted 18 years ago2005-06-09 04:37:12 UTC Post #113376
Ah, Archtecture tuts. Perfect. Time to get rid of that boring blockiness that curse my every map.

(But i work with HL1)
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2005-06-09 07:25:36 UTC Post #113398
try making the structures in hte map logical, example - buildings need supports, frames, pipework, electricity - add all these and people will just assume that its all the real deal (instead of - 'wtf, thers no bathrooms' and 'why the hell is there a ladder there?') :D
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