11-02-2006, 09:33 PM | #21 |
Join Date: Jan 2005
Location: Arkansas
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My problem is that my brain out sources my mapping skills.
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11-03-2006, 06:34 AM | #23 |
Join Date: Mar 2005
Location: In your pants.
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I have three problems
1: Lack of any layout knowledge 2: I circle around in the 3d view looking at everything for a few minutes after every brush 3: I get bored after making a room and stop for a few months |
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11-03-2006, 05:24 PM | #24 | |
Join Date: Jan 2005
Location: Orion Arm
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11-05-2006, 01:08 AM | #25 | |
Join Date: Feb 2005
Location: Finland
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11-07-2006, 03:03 AM | #26 | |
Join Date: Jan 2005
Location: California
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11-08-2006, 06:47 PM | #27 |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
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i dont jerk off at all. its disgusting. i just get head from my bitch.
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11-09-2006, 04:43 AM | #28 | |
Join Date: Feb 2005
Location: Finland
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(I know I couldnt resist) |
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11-12-2006, 08:34 AM | #30 | |
Join Date: Jan 2005
Location: San Diego
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11-12-2006, 09:41 AM | #31 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
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Good habits:
Being my own fiercest critic. When someone tells me something about my map and it's not good, I'm not usually upset because I've likely considered it already. Never take any constructive criticism personally. Harder to say than to do, but it's a good thing to be able to do. People spend time playing your maps and giving you feedback, so if you're not going to listen to their thoughts, don't bother asking for feedback if you're just going to ignore them and waste their time. Don't dismiss someone's opinion if you're more experienced (or from a different discipline) than they are. It's a lot easier to analyse something that is in front of you than to build it in the first place. Using a grid for basic building tasks. Saves a lot of time when texturing & building areas; the 2d view is a lot cleaner too, which makes it easier to see what you're doing once the map is complicated. Bad habits: Over-optimising. Wastes a lot of time, time that could be spent elsewhere. When you build a section of a map and have optimised it as you go, only to tear it down and redo it, it's a waste IMO. It's better to optimise the easy stuff as you go (func details, yadda yadda) and worry about the little things later. Almost obsessive-compulsive traits such as texturing everything with nodraw. Can't... stop... nggththeihtasjaaaaaahsgheg I probably overuse the grid these days which can give a slightly formulaic look to the dimensions in places. Spending too much time on aesthetics. I plan on getting back to basics for some new maps shortly. Current/Next gen mapping takes way too much time to constantly change areas around if the gameplay requires tinkering with... obviously it's very tough to judge the gameplay when you're working with a game that isn't set in stone, though. |
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11-13-2006, 09:40 AM | #32 |
Join Date: Jan 2005
Location: Texarkana, Texas
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I don't know if it is good or bad but I always try to stay with walls/ceilings/etc with units divisible by 16. I cringe if I have a wall that is 24 units wide. I also always liked having all of my textures with a scale of 1.00 if possible. With the new HL2 textures I have been deviating from that, and I don't like it.
I also like to complete a part of a map as much as I can before moving on to the next. |
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11-14-2006, 04:39 PM | #33 | |
Join Date: Jan 2005
Location: New Jersy, USA! reppin'
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11-15-2006, 01:10 AM | #34 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Bad habbit: Running into the MAP_MAX_BRUSHES limit every single fucking time you (I) make a map.
Good habbit: Replacing all your complicated architecture with displacements. Yaay! My map compiles again! On a related note, making 4 way maps is a bad idea 'cause it's twice as easy to run into the max brushes problem. |
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