Riven said:
Ah ok, I follow ya now. You were speaking in terms of solely mapping only and the "flexibility" that making brush figures on the fly versus over choosing the closest model for you design needs gives you.
-Yea, in that regard I agree. But if one were to acquire modeling skills, then I would probably restate my opinion.
That's my point though, we are mappers, not modellers. I feel it's a shame that Half-Life 2 is so dependent on models to make it look nice, whereas on Half-Life 1 you would simply make something out of a bunch of brushes.
haymaker said:
Yeah notice the bogus shadowing on the right hand tree trunk. I knmow you can compile a map with the $staticproppoly string but it's never as good lightmapping as brushwork.
Conversely lighting support for dynamic brushes is very poor in Source.
Personally, I find maps with lots of models visible lag all to hell. That particular map might have a bunch of nodraw and areaportals in it, why not just make it brushes to begin with? The house and shed I mean
Models simply look better than brushes. I would make all my details from brushes, but that simply isn't accepted in H.L.2 maps. Back in H.L.1 pipes were made out of brushes as well as barrels, crates, tables, computer screens, you name it. I miss those days.