i need some advice

i need some advice

Re: i need some advice Posted by Vicodin on Sat Sep 24th 2005 at 5:14am
Vicodin
17 posts
Posted 2005-09-24 5:14am
Vicodin
member
17 posts 2 snarkmarks Registered: Feb 13th 2005 Location: Shytown
Hi, my name is Martin. I am from Chicago and I am really intrigued by
the whole level designing thing. My problem is that I am new and I
don't know where to start and that drives me crazy because I stare at
my 0/10 rated maps and I don't know where to begin to make it look
real. Please help me by telling me where should I begin if I know the
basics and I understand the SDK software. Thank you!
Re: i need some advice Posted by Crono on Sat Sep 24th 2005 at 5:39am
Crono
6628 posts
Posted 2005-09-24 5:39am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Welcome.

Honestly. I don't think it's a good idea to start with HL2 mapping. Give a map in HL1 a try, for your favorite mod.

Then, use the tutorials on this site to help aid you. If you have a specific problem that you can't find anywhere else, post it in the editing forum.

The reason why I suggest HL1 first, is because it's the same thing without all the pretty getting in the way. Understand how it works, then you just add new concepts to it, which are in hl2.

Not to mention, a good chunk of the HL1 maps that were being pumped out on this site were far better then almost all of the hl2 maps so far. Better looking too, if that makes sense. It's because there was more knowledge and a better command of the older engine.

All of that is documented here in some form or another.

If you start with hl2, like most people, you'll probably get caught up in the physics and prop aspect. Since those are missing from HL1 you can focus on actual level design and optimizing, which for one or two things is identical to hl2 level design.

I've seen this asked a lot lately ... maybe we should get a tutorial up on "where to start" or a "hl1 or hl2?" type of thing.
Blame it on Microsoft, God does.
Re: i need some advice Posted by Kain on Sat Sep 24th 2005 at 6:14am
Kain
225 posts
Posted 2005-09-24 6:14am
Kain
member
225 posts 33 snarkmarks Registered: Oct 24th 2003 Occupation: Architect Location: Lebanon (Middle East)
If I understand correctly, you know how to map, but not realistic things? In that case, you could start modelling a real space that you know well (your house, your school, your street,...), and focus on all the details ( dimensions of stairs and handrails, maximum distance between pillars, maximum length of steel beams, etc..). Then you can take these parts, and use them in another map.

Or you can make a killbox :smile:
Re: i need some advice Posted by Vicodin on Sat Sep 24th 2005 at 7:55pm
Vicodin
17 posts
Posted 2005-09-24 7:55pm
Vicodin
member
17 posts 2 snarkmarks Registered: Feb 13th 2005 Location: Shytown
Thank you for the ideas. I decided to start making a exact replica of
the simplest room in my condo - my bedroom. One wall has one double
window, the other wall is a closet with 2 sliding doors, third wall's
got the door and the queen bed is in the middle with two nightstands on
each side, the nightstands got like 5 candles each and THATS IT. The
perfect love nest, ain't it?
  • simply ...perfeKt
Re: i need some advice Posted by rival on Sat Sep 24th 2005 at 11:14pm
rival
512 posts
Posted 2005-09-24 11:14pm
rival
member
512 posts 141 snarkmarks Registered: Apr 7th 2005 Occupation: being a pain in the ass Location: inverness
Crono said:
Welcome.

Honestly. I don't think it's a good idea to start with HL2 mapping. Give a map in HL1 a try, for your favorite mod.

Then, use the tutorials on this site to help aid you. If you have a specific problem that you can't find anywhere else, post it in the editing forum.

The reason why I suggest HL1 first, is because it's the same thing without all the pretty getting in the way. Understand how it works, then you just add new concepts to it, which are in hl2.

Not to mention, a good chunk of the HL1 maps that were being pumped out on this site were far better then almost all of the hl2 maps so far. Better looking too, if that makes sense. It's because there was more knowledge and a better command of the older engine.

All of that is documented here in some form or another.

If you start with hl2, like most people, you'll probably get caught up in the physics and prop aspect. Since those are missing from HL1 you can focus on actual level design and optimizing, which for one or two things is identical to hl2 level design.

I've seen this asked a lot lately ... maybe we should get a tutorial up on "where to start" or a "hl1 or hl2?" type of thing.
i started out mapping at hl2. now while it took me almost 6 months before i started work on my first map i have to say i love mapping for HL2. but i do agree with what you say about the physics and everything. i really control all my props and focus more on level design.
Bullet Control: $5000 for a bullet.
"I would blow your f**king head off! ...if I could afford it. I'm gonna get another job, start saving some money... then you a dead man!"
Re: i need some advice Posted by Crono on Sun Sep 25th 2005 at 6:40am
Crono
6628 posts
Posted 2005-09-25 6:40am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
The other thing I've noticed is that .. some of the HL1 maps that came out right before HL2 ... look better then a lot of HL2 stuff. (Off the top of my head, Cass' zombie map looked very good. Not that it'll ever see light now)

I think it's just because there was larger command of the engine. Of course, you can make amazing looking things in hl2, but ... I don't know a lot of the custom stuff looks so ... unpolished.
Blame it on Microsoft, God does.