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Old 11-02-2006, 09:33 PM   #21
o_sobe green
 
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My problem is that my brain out sources my mapping skills.
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Old 11-03-2006, 04:49 AM   #22
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My problem is that I jerk off too hard.
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Old 11-03-2006, 06:34 AM   #23
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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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Old 11-03-2006, 05:24 PM   #24
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Quote:
Originally Posted by Sh4x
???? lol

I don't understand your problem Snark.

If you create a displacement it's gonna end up in the autovisgroup for displacements... is that bad?

You can modify the visgroups like you want, the auto ones, just ignore them.
Because I would prefer the nodraw autogroup to only include brushes that only use nodraw, then it would be useful for when I use such brushes as utility objects during the mapping progress. Why it's a problem is out of habit I make new brushes with nodraw because I did it with the null texture in GoldSource mapping for years, and it's now hard to force myself to change to another.
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Old 11-05-2006, 01:08 AM   #25
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Quote:
Originally Posted by trepid_jesse
My problem is that I jerk off too hard.
YOU TOO?! I thought I was only one.
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Old 11-07-2006, 03:03 AM   #26
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Quote:
Originally Posted by Donny
YOU TOO?! I thought I was only one.
thirded
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Old 11-08-2006, 06:47 PM   #27
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i dont jerk off at all. its disgusting. i just get head from my bitch.
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Old 11-09-2006, 04:43 AM   #28
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Quote:
Originally Posted by nukem373
i dont jerk off at all. its disgusting. i just get head from my bitch.
Does jesse have time for this?

(I know I couldnt resist)
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Old 11-09-2006, 05:21 AM   #29
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Yeah, I got time to get head from his bitch.

Unless she's some dirty bitch, cause I don't want my dick to be coughin' later.
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Old 11-12-2006, 08:34 AM   #30
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Quote:
Originally Posted by 2d-chris
A bad habbit and one that i am sure many mappers have had at some point .. the ability to finish a project they start. Think i made 3 or so maps before actually calling one finished

Ideas often flood your mind and they seem so kewl, try and finish the ideas you previously had otherwise you will get nowhere. Unless you can fit that idea into your current level.

also not all ideas are good ones, at first thought all ideas seem good, only when you REALLY think about something will it be clearer.
Mapper's Block =x.
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Old 11-12-2006, 09:41 AM   #31
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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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Old 11-13-2006, 09:40 AM   #32
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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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Old 11-14-2006, 04:39 PM   #33
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Quote:
Originally Posted by trepid_jesse
Yeah, I got time to get head from his bitch.

Unless she's some dirty bitch, cause I don't want my dick to be coughin' later.
lolol
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Old 11-15-2006, 01:10 AM   #34
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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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