HL2 mapping vs. HL1 mapping
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Re: HL2 mapping vs. HL1 mapping
Posted by Orpheus on Tue Jan 4th at 12:18am 2005


? quoting habboi

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]




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Re: HL2 mapping vs. HL1 mapping
Posted by Nickelplate on Tue Jan 4th at 12:39am 2005


? quoting Orpheus
its very rare that i am wrong about things, care to enlighten me?

? quoting The Evening News
"... In other news, a Jonesboro man's head swelled to such a large size that he had to be hospitalized for neck injury. Reports say it's still growing. In weather today we have a cold front coming in from the..."
/runs [addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Orpheus on Tue Jan 4th at 1:36am 2005


scratches a certain Missouri resident off of "to visit" list

i may be mistaken sometimes, but rarely outright wrong.

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Myrk- on Tue Jan 4th at 1:41am 2005


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

[addsig]



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Re: HL2 mapping vs. HL1 mapping
Posted by G.Ballblue on Tue Jan 4th at 1:55am 2005


/me is hoping to make the best roads eva for hl2 [addsig]



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Re: HL2 mapping vs. HL1 mapping
Posted by parakeet on Tue Jan 4th at 1:59am 2005


i find it funny that i can map fine with the hl2 hammer , yet i cant even run reflections in hl2 . Water looks a lot like milk
[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Nickelplate on Tue Jan 4th at 2:10am 2005


? quoting parakeet
i find it funny that i can map fine with the hl2 hammer , yet i cant even run reflections in hl2 . Water looks a lot like milk

MILK! mine too! WTF is up with that?

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by ReNo on Tue Jan 4th at 2:18am 2005


I spent hours tonight trying every single one of the water types in my map, none of them look the way I want Ah well, just have to pick the best and go with it.

Myrk, the AG2 might be a custom mod but the map uses entirely standard resources and was originally for HL2DM, so your argument against it isn't really valid I do know what you mean though, many do look the same, but that will stop as custom resources get out into the wild.
[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Myrk- on Tue Jan 4th at 2:40am 2005


Yus true Renomonkee...

Have a cookie

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by jaycougar on Tue Jan 4th at 3:30am 2005


Im new to mapping so I may be out of place here but here is what I see happning to all editers in the future. I think all of them in time will be very user friendly and easy to make maps. Thats the direction of the world. How to make things simple. If you like the HL1 modding I guess stay there and get left in the past with old tech. Or heres a great bet. Make 2 maps one in the HL1 editor and the same one in the HL2 hammer and make me believe u can make it look better in HL1.




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Re: HL2 mapping vs. HL1 mapping
Posted by Finger on Tue Jan 4th at 4:13am 2005


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.





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Re: HL2 mapping vs. HL1 mapping
Posted by mazemaster on Tue Jan 4th at 4:28am 2005


? quote:
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.


Well said. My thoughts exactly. [addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Orpheus on Tue Jan 4th at 4:31am 2005


? quoting habboi

The great orph wrong :O

LOL.. i just got it.. i had to go back to my previous reply though.

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Nickelplate on Tue Jan 4th at 4:34am 2005


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.

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Orpheus on Tue Jan 4th at 4:41am 2005


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]




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Re: HL2 mapping vs. HL1 mapping
Posted by Cassius on Tue Jan 4th at 5:07am 2005


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.)





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Re: HL2 mapping vs. HL1 mapping
Posted by Gorbachev on Tue Jan 4th at 7:14am 2005


Yeah, I'm in the dark with the texture creation too. It's like "okay, make a .vmf or whatever the hell...here's the format." Er, yeah, but what does that mean?
[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Nickelplate on Tue Jan 4th at 2:22pm 2005


Gorbachev, your avatar is so hott... lol
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Re: HL2 mapping vs. HL1 mapping
Posted by Orpheus on Tue Jan 4th at 2:55pm 2005


? quoting Nickelplate
Gorbachev, your avatar is so hott... lol

*whispers*

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

/runs

[addsig]




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Re: HL2 mapping vs. HL1 mapping
Posted by Nickelplate on Tue Jan 4th at 3:01pm 2005


I'm just messing around, I say that to ALL users who have a female of any type in thier avatar. Have you ever noticed that Finger's avatar looks like a messed-up, alien version of ForceFlow's? Just imagine that finger's says "Evil never looked so damn good." under it. see? see? [addsig]




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