The great orph wrong :O
i wasn't aware that this particular topic had a wrong opinion. we are just bantering idea comparisons about HL1 and HL2.
its very rare that i am wrong about things, care to enlighten me?
[addsig]The great orph wrong :O
i wasn't aware that this particular topic had a wrong opinion. we are just bantering idea comparisons about HL1 and HL2.
its very rare that i am wrong about things, care to enlighten me?
[addsig]

scratches a certain Missouri resident off of "to visit" list 
i may be mistaken sometimes, but rarely outright wrong. ![]()

You did a good job there of trying to prove me wrong reno
Found the most different maps you could possibly find, but the AG mod one doesn't count 'cus its a custom mod ![]()
I'm mainly talking in general though. Most maps tend to look extremely similar, you know what I mean, I know you do ![]()



MILK! mine too! WTF is up with that?
[addsig]
Ah well, just have to pick the
best and go with it.Yus true Renomonkee...
Have a cookie ![]()

Obviously, the new tools, fancy effects, higher poly counts..etc, are great. I LOVE being able to really embellish my map with the more subtle details that HL2 allows. I understand why people are reacting to props the way they do (the negative reactions)... they are already being whored out. Look at the steampowered forums, and you will see tons of "NEW MAP!!" threads that showcase such abominations. Now, everyone starts somewhere; god knows my first map was a scary thing to behold....so I'm not really trying to knock the new mappers here. The problem with props, is that it makes it that much harder for new mappers to really expand their creative eye and think about the more subtle, yet important aspects of design; form, efficiency, flow, composition.
Now, I am mainly talking about the visual aspects of mapping here. Working with the somewhat limited abilities of the HL1 engine forced us to pay close attention to the most basic problems: trying to escape 'boxism' and 'doom' texture tiling.
Now, with all the spinkey graphics to throw around, these nuances of design are masked behind accessible, 'precooked' models and effects.. That's where we come in 'us the children of HL1 mapping
', and spread these bits of wisdom around. We need to drill into their heads the importance of simple yet bold architecture, solid flowing layouts, dramatic lighting....etc. If these lessons are learned, the detailed props, and fancy water will fall into the right places, instead of becoming the centerpeice for bad maps.
The great orph wrong :O
LOL.. i just got it.. i had to go back to my previous reply though.
[addsig]

Finger is right. I remember seing HL1 maps that were made COMPLETELY out or prefabs that were downloaded from the net or that came with worldcraft. It was like someone just took a box and filled it with the prefabs. Now, there are no prefabs made with brushes and they're made as models instead. So, naturally it'll be the same situation only with higher r-speeds.
We can count on lots of "new maps" that have surprisingly similar docks and rock formations in them. We can also count on the fact that all the GOOD mappers in the community will use them sparingly and spend more time on thier architecture and not really have to worry about whether all 20 of thier dock-props are lined up properly.

this is just another one of those "come full circle" topics.
ever once in a while we seem obligated to post our views on what separates the "men from the boys" in mapping quality.
finger nails it again, but his reply is going to be so since anyone whom knows the difference between their ass and a hole in the ground would.
what i find refreshing however, is the fact that it really is still the best advice.
/me once again bows to the masters and their craft.
[addsig]
Three big problems with HL2 mapping:
- Converting textures is a bitch. I have read multiple tutorials and still can't pull it off. And I can't figure out for the life of me how to make a damned bump map.
- No modelling program out of the box. func_physbox will work fine up to a point, but eventually custom maps, especially custom maps for mods, will require props with complex structures/skins.
- The HL2 default wad is awkward. They're great textures, yes, but it feels strange making the architecture of the level around the architecture of another man's textures.
About Unreal versus HL2 mapping: while I'm inclined to suggest that anyone who prefers Unreal mapping is a cracksmoker, I (begrudgingly) realize that either engine caters to a different type of mapper. Coming out of HL1 editing, I am quite attached to making complex, brush-based architecture for every part of the map; I imagine a Unreal mapper would have a different mindset, though, as I have never been one, I wouldn't know quite what that is.
(Unreal is still for cracksmokers.)

*whispers*
you are making Missouri look bad, thats at least 3 avatars you have gotten a woody over.
/runs
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