Re: time making map
Posted by fishy on
Fri Dec 12th 2003 at 7:35pm
fishy
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how long is a piece of string? :rolleyes:
Re: time making map
Posted by matt on
Fri Dec 12th 2003 at 7:39pm
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It means they usually swallow you whole and leave you with no spare time....
Re: time making map
Posted by Tracer Bullet on
Fri Dec 12th 2003 at 7:53pm
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A heckler once asked Abraham Lincoln how long Man's legs were suposed to be. Lincoln answered "long enough to reach the ground".
such should be your attitude.
Re: time making map
Posted by half-dude on
Sat Dec 13th 2003 at 12:30am
Posted
2003-12-13 12:30am
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Speaking of maps one things been bugging me.
how do you prevent the player from ziping through the map? I mean in half-life each individual map was actually pritty small but they seemed long, but they had things to look at which I guess might be the answer, have things to look at.
What do you think/do
Re: time making map
Posted by Cash Car Star on
Sat Dec 13th 2003 at 1:11am
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Key cards!
Seriously, locked doors and things to fight are good ways to keep people around. Essentially, you somewhat have to craft puzzles that make it tough for a player to just run on through... Perhaps you need to switch a valve somewhere so you can shoot open a pipe and flood a room. Restoring power is always a winner. And of course the need to collect key cards. There are so many types of key cards! Red key cards, green key cards, blue key cards...
Re: time making map
Posted by Gorbachev on
Sat Dec 13th 2003 at 1:35am
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It takes me months per map. I tend to change a lot of stuff and general designs.
Re: time making map
Posted by Gwil on
Sat Dec 13th 2003 at 3:34am
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Half-Life's maps were quite small, but they were "long" because of the backtracking (ie running, flicking switches, power supplys, destroying those plant/alien things on blast pit).
Re: time making map
Posted by Dr Brasso on
Sat Dec 13th 2003 at 3:36am
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im not quite sure what this means to anyone, especially me, but i havent released a map yet....*red face :redface: ...i have a hard time getting to the point of satisfaction....as a cad drafter, i have to be damn meticulous in my work...and maybe its made me a bit anal about mapping...."release no map before its time...."....ya get a look at things that KFS, Orph, Reno, maze, etc etc etc put out, and my balls shrink up, i toss another map out, and start over....tis the way it is with me....ive been coming here for what?....almost 2 years now i spose?....
you be the judge of what you like and dislike from your own gallery....if yer happy, thats what counts in my book....if it takes a year, it takes a year....so be it...it is a direct reflection of you and your world.... :heee:
Doc Brass... :dodgy:
Re: time making map
Posted by Tracer Bullet on
Sat Dec 13th 2003 at 5:20am
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That seems rather counter intuitive doc. I would think a background in CAD would make you better/more efficent than anyone else :/
Re: time making map
Posted by Wild Card on
Sat Dec 13th 2003 at 5:24am
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I'm thinking about CAD courses in college. But Doc B, at least you ARE able to start something. For me, its the hardest step in map making.
Re: time making map
Posted by Forceflow on
Sat Dec 13th 2003 at 10:36am
Posted
2003-12-13 10:36am
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When creating your map takes less time than compiling it, you're on the wrong track.
Re: time making map
Posted by Tracer Bullet on
Sat Dec 13th 2003 at 10:45am
Posted
2003-12-13 10:45am
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I guess I knew that auto cad had to be way more powerfull than VHE but I'd never really though that much about how big the difference is.
Have no fear doc. I do'nt creat many errors, and when I do, I fix them before a release of any sort, which includes passing it on to you guys. btw, I still haven't gotten that map yet :sad:
Re: time making map
Posted by Wild Card on
Sat Dec 13th 2003 at 3:07pm
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Indeed, rockwork does take a long time to compile. But its so simple and fast to make, at least for me. But then good 'ol compiling has to go in and spend hours on leafThread..
Re: time making map
Posted by Gwil on
Sat Dec 13th 2003 at 3:48pm
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I have problems finishing maps.. I havent finished (and released) a map to date :O ! :biggrin:
Re: time making map
Posted by Wild Card on
Sat Dec 13th 2003 at 3:53pm
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I'm sure you made a tutorial somewhere in which you released a single room with one light entity and a player start to help some noob mapper out.
Re: time making map
Posted by Hornpipe2 on
Sat Dec 20th 2003 at 7:31pm
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If you're making a killbox, follow this simple plan:
Get an idea - 10 seconds
Start Hammer - 10 seconds
Select the one texture you'll use - 10 seconds
Create and hollow a cube - 5 seconds
Add random blocks in midair - 60 seconds
Add random light entities everywhere - 30 seconds
Weapon placement - 120 seconds (there's so damn many to put down!)
Compile - 10 seconds QCSG, 30 seconds QBSP, then QRAD and QVIS don't run because of leaks.
Total time: 4 minutes, 45 seconds to a (semi)playable map!