I hate it when you carefully decide the place you are gonna put a brush, then when you create it, you realize that you had left it in "arch tool" mode, and have to start the placing all over again.
[QUOTE=Stiffy360;36284924]I hate it when you carefully decide the place you are gonna put a brush, then when you create it, you realize that you had left it in "arch tool" mode, and have to start the placing all over again.[/QUOTE]
This happens so much I don't even want to talk about it.
i hate it when i copy a brush/entity, then when pasting it Hammer puts it like somewhere really far in the map.
[QUOTE=Azzator;36285417]i hate it when i copy a brush/entity, then when pasting it Hammer puts it like somewhere really far in the map.[/QUOTE]
well actually, i found a way to fix that issue, on your front view pretty much put the spot you want the object to go in the middle of that small screen, then on top view right click where you want the center of your copied prop to be and click paste. in my opinion, that saves me ALOT of time with scrolling and all that.
The more it gets complex, the more problems you have. Especially when using a lot of brushes.
Also the default models are completely off grid, so I end up making my own with propper.
[QUOTE=Azzator;36285417]i hate it when i copy a brush/entity, then when pasting it Hammer puts it like somewhere really far in the map.[/QUOTE]
Drag + Shift Master Race
I catch myself telling stories from the point of view of entirely random people while i'm mapping..
I HATE it when i come up with a Level idea that can only be done if i code a gamemode or having to make an ent to edit the gravity direction or something (ive been learning C++ because of this)
Would you guys appreciate a "mapping tips" thread that we all throw our tips in to or is that a bad idea?
Also, vents. Vents require some awkward-ass measurements and I end up just wanting to leave them out of the map.
[editline]11th June 2012[/editline]
[QUOTE=Dantai;36285775]I catch myself telling stories from the point of view of entirely random people while i'm mapping..[/QUOTE]
This. I always pretend I'm making a tutorial or documentary about mapping or something too, just to keep my mind occupied.
How Hammer always crashes when I open the 'flags' tab any time after the first. It fixes when I reinstall but then comes back. Gah.
- Hammer crashing all the time even when doing very mundane things like naming an entity.
- Type something into an entity's keyvalue field --> Hammer autosaves --> now you have to completely retype it, probably even reselect the keyvalue.
When my mom walks in
Fuck read the title wrong
Either
A. I can never think of a level design
or
B. Whenever I start a map it looks like shit until I put in detail, but between that time I always bring myself down because I realize it looks like dick
I tend to make maps in detail from the start. Only rarely do I ever use the gray/orange dev textures, finish the geometry, THEN texture, THEN detail with props. I start with textured brushes, then as I work through the areas I detail them. Miraculously it usually works itself out.
I usually do that for each area then assemble them all in one final map where I do everything in seperate passes (actually I usually find errors in that one then remake it and find errors in the second one and remake it and so on, but you get the idea)
How old Hammer is. Seriously, there's a TON they could do to make it better. For fuck's sake, the with the UDK you can compile the map and run the game in 5 seconds after hitting the button, in Hammer, we can't even view the lighting reliably.
[QUOTE=l337k1ll4;36289965]How old Hammer is. Seriously, there's a TON they could do to make it better. For fuck's sake, the with the UDK you can compile the map and run the game in 5 seconds after hitting the button, in Hammer, we can't even view the lighting reliably.[/QUOTE]
Valve isn't run by anybody. They only do stuff that they wanna do... which is run employee "playtests" on every game.
The HL3 editor will be fantastic. VALVe has yet to disappoint.
[QUOTE=IronPhoenix;36283575]However, source was never designed for full open worlds. Thus why you can't have them.
And yes, i do realise that it is optimistic to believe that people will shut up about wanting more space.[/QUOTE]
I understand that Source is not designed for open worlds, but I don't know why that means I have to shut up about it. I don't map on Source because I like Source, but rather because I like Valve's games, which happen to be on Source.
Until Valve changes, I'm probably going to stick with Source.
The displacements. They are really annoying to make in large-scale and getting them to line up. Plus sometimes you can't sew them up, and then you get crappy looking lighting leaking through Plus when you have a large thing selected and you are manipulating it, sometimes you select the vertices on the other side. and Alpha, REALLY? you can only select one vertice at a time, and that's a real pain when you have about 3000 of them in your map (maybe more)
To add onto that, I hate how when you're not working with an extremely tiny grid and clicking like it's some damn painting, the displacement just looks like a big spike pit. Also it hurts my fingers.
[QUOTE=TurtleeyFP;36289998]Valve isn't run by anybody. They only do stuff that they wanna do... which is run employee "playtests" on every game. [/quote]
Valve is run by Gabe Newell and some other people, but if you were referring to the fact that they don't have a publisher, then yeah I guess...
Also every developer runs employee playtests on their games....
[editline]12th June 2012[/editline]
I guess here is my biggest fear for hammer in the future; if the cs: go and hl3 iterations have some sort of ingame editor like portal 2. I'm worried it will depreciate the value of portfolio pieces using the in game editor (or before the editor was around) since it's so easy to use.
After playing around in the Creation Kit almost everything about Hammer bugs me. Like how you can't modify snapping to objects/brushes on a per-object/brush basis, it's all a standardized grid.
[editline]4:44[/editline]
Of course, I don't get too bothered with it much because I can never muster enough inspiration to pull off a full fledged map.
[QUOTE=Framperton;36295506]Valve is run by Gabe Newell and some other people, but if you were referring to the fact that they don't have a publisher, then yeah I guess...
Also every developer runs employee playtests on their games....[/QUOTE]
Er, not really. VALVe doesn't have a "manager" or "financial executive". There are no job descriptions. All of the employees do the things that they think are right, and the only people to say that they're wrong are other employees. Even then, their advice is optional.
And the joke was that they would constantly play their videogames by saying it was a bugtest.
[QUOTE=Framperton;36295506]Valve is run by Gabe Newell and some other people, but if you were referring to the fact that they don't have a publisher, then yeah I guess...
Also every developer runs employee playtests on their games....
[editline]12th June 2012[/editline]
I guess here is my biggest fear for hammer in the future; if the cs: go and hl3 iterations have some sort of ingame editor like portal 2. I'm worried it will depreciate the value of portfolio pieces using the in game editor (or before the editor was around) since it's so easy to use.[/QUOTE]
I doubt that those games will get editors, seeing as how Half-Life and CS:GO aren't a bunch of puzzle corridors. Portal 2's mapping's relatively simple compared to those two, and details have to be added in Hammer anyways.
Running through compile logs trying to find the errors.
Scripting things, and one entity is named wrong or has the wrong output, and you need to go through all settings again.
Compiling for hours, and then noticing you forgot to unhide some parts of the level.
Lighting errors in your map, false lit displacements and misplaced prop_statics.
Fixing leaks.
[QUOTE=Zally13;36290014]I understand that Source is not designed for open worlds, but I don't know why that means I have to shut up about it. I don't map on Source because I like Source, but rather because I like Valve's games, which happen to be on Source.
Until Valve changes, I'm probably going to stick with Source.[/QUOTE]
Because every few months there is a thread about why hammer needs bigger grid sizes, and the same answers get typed about why source doesn't need bigger grid sizes at the moment.
Sorry for starting to get annoyed with the same question and the same answer over and over.
[editline]12th June 2012[/editline]
[QUOTE=TurtleeyFP;36295702]Er, not really. VALVe doesn't have a "manager" or "financial executive". There are no job descriptions. All of the employees do the things that they think are right, and the only people to say that they're wrong are other employees. Even then, their advice is optional.
And the joke was that they would constantly play their videogames by saying it was a bugtest.[/QUOTE]
Actually, there are project leaders. Robin Walker heads up TF2, Gabe is the overall guy, Kim handled Portal till she left. The employees do what they are contracted to do, there is no need for an artist to program the weapons is there. But they do do playtests, and (this is rare for a company), they will change the level design to suit the feedback from the testers.
[QUOTE=Marbledemon;36299707]Running through compile logs trying to find the errors.[/QUOTE]
[url]http://www.interlopers.net/errors[/url] - You're very welcome.
I hate that you can't carve around corners easily
Lighting.
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