Snarkpit Articles


DESIGN CONSIDERATIONS FOR HALFLIFE DEATHMATCH MAPPING
Part 1

So, you are ready to dive into the confusing, aggravating, time-consuming yet ultimately rewarding project of making a multi-player map for Half-Life. The design considerations for this type of endeavor will vary between mappers because of personal taste and what type of map they are building. Every Level Designer and every Level Reviewer will have suggestions and recommendations and maybe even 'rules to follow'. Keep that in mind when you create.

The most important rule you will ever need to know, however, is map by YOUR OWN RULES. Make a map YOU want to make. If you start mapping according to someone elses standards, you will get angry and become bored with your project. DON'T MAP ANGRY! Life is too short to worry about what everyone else thinks.

=The R_Speeds Paradox=

If there is one buzzword you could pick from any aspect of HL editing, it would undoubtedly be R_SPEEDS. Everyone LOVES to compare R_SPEEDS. Go ahead and talk about how YOUR R_SPEEDS are lower than anyone's in the room... You'll start an argument immediately... smiley

R_SPEEDS are a development tool in 'Quake' based games to measure the amount of 'Polys' that the game engine sees (renders) at any given point in the level. Again, this is not a 'HOW R_SPEEDS WORK' article. If you want to be a serious level designer, you do need to know all that geek stuff, so look around on a few editing websites. The more you know about how ALL the tools work together to arrive at the finished product, the better off you will be. Only a poor workman blames his tools, so know how they work.

Probably THE MOST confusing aspect of keeping R_SPEEDS low is that what the game engine 'sees' is different than what YOU see on your monitor. Again, read up on PORTALS and VIS and LEAFS for more on that.

When Half-Life was released to the public in 1998, the home PCs of the time were significantly less powerful than today's PCs. Hardware acceleration was just peaking into the 32bit level, and a significant amount of people didn't have ANY hardware acceleration at all *shudder*... smiley

This made it the utmost priority to develop the game in such a way as to run as smooth as possible on low end systems of the time. The #1 way to do that was to keep the game engine from taxing the processor and 3d card (if there was one) with rendering areas of a level that were unnecessary, depending on the location of the player.

Have you ever noticed that there are very few maps that are huge expanses of open space? Have you ever noticed that there are lots of twisty hallways and air ducts? If the level is well built, you probably haven't noticed it, which is the ultimate accomplishment for ANY level designer. The twisty hallways are there for a reason though: to block what the game engine sees. Thus the room around the corner is not being 'drawn' by the engine, thus the information flowing to your video card is less. In other words, the CPU/Vid card has more resources left over for FRAMERATE (few 'polys' more times a second) as opposed to drawing more 'polys' and sacrificing framerate.

So finally we get to the paradox: Present day, 5 years after HL answered our prayers, the systems we used to play on have (hopefully) been upgraded a bit, and can handle more polygons at any one time. The areas can be a little larger and a little more detailed. The models (weapons/characters/monsters etc.) can be more detailed. Look at Blue Shift or the TFC HiDef. pack. The buzzword still remains though: 'HOW LOW ARE YOUR R_SPEEDS?'

At this point in time- October 29, 2001- we are in the twilight of Half-Life's popularity. There are only about 450 servers running HLDM. Counterstrike and TFC with the other modifications have definitely broken the mold, and extended the life of the game considerably. When you look at the maps being run on the Death Match servers around the world, most are still the stock maps of 3 years ago. The rest are from the fans. If you look carefully, though, a disproportionate amount of those user made maps are THE VERY MAPS THAT GET SLAMMED IN THE REVIEW SITES FOR HAVING HIGH R_SPEEDS. Why is this? Here are a few theories, and the ultimate point of this article:


  • The systems in most people's houses HAVE been upgraded at some point in the last 3 years, so they no longer have the 'slideshow' effect when dealing with a map with excessive R_SPEEDS.
  • R_SPEEDS can represent (but not always) a high level of detail. That level of detail can be great fun to look at and play around. It all contributes to your suspension of reality while you are in the game, transporting you into a different world for a while.
  • R_SPEEDS can represent larger outdoor areas. Areas with overhangs and caves for sniping, long distances providing round about routes to get to different places, and doors and windows in buildings for ambushes etc.
  • A lot of people have PCs which run the latest killbox just fine? -Lep.


Please don't get caught up in the R_SPEEDS craziness. The R_SPEEDS we can all deal with are as personal and varied as the computers we play on. When I first got into playing HL, nearly a year after its release, I was running a PIII 450 with a 16mb video card. That was top dog for a while in terms of computer strength.. Because of the type of player I am, I would put up with the slow down of the maps X-fire and Gotham because of the gameplay. Personally, it wasn?t a big deal. When I started on my Chaocity series, I kept that in mind: The gameplay I liked and what I could put up with as far as performance. I kept note of at what point the "slideshow" effect became too annoying. The Chaocity series is certainly not for everyone but I DIDN'T MAP ANGRY. I made the type of maps I knew I would love to play over and over again.

If you make a map for the high end gaming machines of the day, you should be as happy as if you were making one that could have been released in the first Half-Life patch years ago.

Just remember: Make the map YOU want to make. Low R_SPEEDS do not make for a good map. You only need to play Rapidcore for 5 minutes to test that theory. It's beautiful, no doubt about it. Unfortunately, it degenerates into the run and gun shotgun fest style of Quake. Of course there is nothing wrong with that, if that is your favorite type of gameplay.

High R_SPEEDS do not make for a crummy map. You only need to play the classic and ugly X-fire or the camping heaven of Gotham to see that. Once again, if that is more of your style of play, because getting picked off by snipers in Gotham can get a little frustrating after a while.

Most importantly, and what many players and mappers don't realize, is that you can have both. You need only go to the original Half-Life and fire up the one and only BOUNCE to see the ultimate happy medium.


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Discussion
0 starsPosted by Gard on Mon Nov 3rd 2003 at 9:53am

I remember reading this back, on Sulsa's old site, when I was a newbie, and I must say, that I found it then to be a very good tutorial. Today (I just re-read it) and it may seem like it has lost some of its edge, but 2-3 years ago, everyone was talking about how to reduce R-Speed. Newbies where always posting questions about how do I reduce my R-Speeds, Problems with compiling and maps been reviewed harshly for having R-Speed greater then 50-80. It really took a lot of fun out of mapping, having all these R_Speed Nazi's around. I think in light of that, this was a extremely good tutorial, because he has put in context a lot of the basics of Mapping philosophy. Note that this is a Mapping tutorial for Newbies back in Oct 2001, it telling them it is OK to map and have fun. What more can you ask for? (that is a rhetorical question)
0 starsPosted by Gollum on Tue Oct 14th 2003 at 1:33am

Sulsa - I agree 100% with your comment, "Make the maps YOU want to make, not what other people tell you" (paraphrased).

But I don't agree that r_speeds limits are no longer important. No matter how clever your Geforce FX graphics card (or whatever) is, we are still discussing a 5 year old game. Yes, newer technology has allowed us to increase the rough limits on r_speeds (it used to be around 600 wpolys for me, now it's around 900). But even modern hardware suffers low framerates when asked to push 2000+ wpolys.
0 starsPosted by Orpheus on Sat Oct 11th 2003 at 9:08pm

1st mazeman, susla joined the same day this was posted, so maybe its his work?
2nd, i admit page 2 and 3 have some merit, but i am sorry,this page reads wrong, i don't care how you break it down..
if he quoted a reasonable number and worked down from there, at least we would have a base for acceptance, or not, but all this says is "GO FOR IT GUYS" and thats just wrong..
i have always been of the mind, map your own way, but i am also of the mind that if your own way is a poor way, at least be man enuff to accept the criticism for your choice..
page 2 and 3 were good and great respectively.. page one here, needs RE-WRITTEN or REMOVED..
/my 2 cents..
0 starsPosted by mazemaster on Sat Oct 11th 2003 at 8:03pm

First lep, I hope you got sulsa's permission to post these here...

Anyways, these articles are most excellent. Having read them when I first started mapping, they have influenced my mapping style ever since. Sulsa is right you guys, you just cant bring yourself to admit it.

Sulsa is not saying "hey, go make something with 9999 wpoly", he is just saying that you shouldnt compromize your mapping vision to bring down the r_speeds by a small bit. You guys have to remember that when this article was origionally written the r_speeds "rule of law" was 600 tops. Now I think most people will agree that It is far better to have a map with great gameplay and 1000 wpoly occasionally instead of having a mediocre map with 500-600 wpoly.

I don't have a problem with maps that have high r_speeds. I DO have a problem with maps with high r_speeds which could be substantially lower. If the mapper has an idea and pushes the limits a bit, thats fine. If a mapper is just sloppy and has areas that could clearly have much lower wpoly with a bit of work, thats unacceptable.
0 starsPosted by Orpheus on Sat Oct 11th 2003 at 12:01am

[EDIT]
I re-read this several times, and even slept on it for a night, and IMO it is severely biased toward sloppy mapping.
any new mapper would read this and think it alright to just do anything..without any consequences at all.
i feel it either needs re-written, or removed. R_Speeds is NOT A TRAP, R_Speeds is a PRINCIPAL!

the reason it is used a a base for deciding whether a map is constructed properly is because it is so stable.
no matter your PC specs, the r_speeds will remain constant, if its 1000 on your PIII 450, it will be 1000 on your PIV 2.5..

either way, a tutorial should never lean quite so strongly, one way over another, this tut favors sloppy, and can be read no other way..
mapping should be fun, mapping should never be sloppy, you can achieve fun thru quality, why not do so..

new mappers will read this tut and get the wrong impression, and THAT is ALL IMPORTANT!
0 starsPosted by Cash Car Star on Thu Oct 9th 2003 at 7:31pm

The tut says not to map angry, but what about writing tuts angry? There seems like a lot of yelling and generally venting going on in here, which, to the newbie audience that this is otherwise addressed, will probably not really help people out. This is like when I read the foreward in books and they talk to me as if I read the book already - of course not, it's the foreward!

Anyway, I also felt a bit of effort could have been used to not make this tut two years out of date...

A few more concrete examples of what you mean on gameplay elements in maps, like you did with crossfire, could be helpful (especially in describing the ambush points) Some pictures to break up the text text text could also help in this regard.

A good description of the basics of weapon placement though

Good tau jumpers (and the most successful ones) don't require any binds more complicated than
bind "q" "lastinv"

This comment includes part 2 and 3 in the series as well
0 starsPosted by Leperous on Thu Oct 9th 2003 at 5:45pm

A somewhat irrlevant article these days, but it would still be interesting to see what people think...
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