• What do you hate the most about mapping?
    253 replies, posted
Fuck lighting, it's the biggest pain in the ass, They should make the lighting, idk more user friendly haha, it's the only thing I can't really do well in hammer, well that and make 3d skyboxes, like what the fuck I've tried so many tutorials and I still just can't do it haha
The lack of in-depth official documentation. Does Valve even write anything on their Wikis?
Yes they do
Having no visual or architectural creativity. I like to consider myself at least competent when it comes to using Hammer, but I have absolutely no level-design creativity. It's a rare day indeed when a room I make is more than just a square box. Rarer if it actually has stuff inside the room. Don't even get me started on interconnecting rooms.
Anyone know if it's possible to program a keyboard shortcut to rotate something 90 degrees by the way? I always find myself rotating something the wrong direction so it takes me forever if I do it through the transform menu then have to go back and do it.
[QUOTE=Doom;36316396][url]http://www.interlopers.net/errors[/url] - You're very welcome.[/QUOTE] I already knew about that, thanks anyways, but I still hate correcting my mistakes, because sometimes they're just so stupid ;_;
I've mapped very little for source, but I have mapped a lot for Quake engine games and the mapping is very similar, so So I'm gonna say leaks, and how when I get really far into my level's creation only to realize one of my ideas I made for it doesn't make sense, and I either have to scrap the entire area I just did, or make up a new one, but I'm all out of inspiration.
That it's not 3ds Max and Wall Worm. :)
When my buildings walls and floors don't all line up on larger grids. It just feels sloppy.
Because I have to use Hammer 3.5 for Conscript, I have no ability to use the group, object, or solid selection tool. OH GOD SO MUCH GROUPING AND UN-GROUPING.
Terrain. I simply cant do it, anything that is more complex than a flat displacement with some hills is impossible. I've only seen one person doing it right and it was in dear esther.
oh god, where to start... Hammer crashing when i click save (or in general) displacements can go die, or get a decent smoother/controls that don't feel like they were packed in at the last moment. duplicating massive amounts of IO that are changed JUST enough that i have to go through each and every part to rename 1 word in each of them / just plain repetition. seriously, there are many things you should be able to do procedurally without messing around with prefabs/instances. and finally: instances. why the FUCK can't i just edit the IO directly and just have it apply the changes during export? NOPE! you gotta go put in this new point entity to talk to it in any way! i mean, the naming thing is nice, i like that, but not having ANY direct control over the thing itself?! I've taken to just importing the VMF's as a prefab because it's too much of a major pain to deal with instances. and finally: the little shits who make their maps in 5 minutes using that now portal 2 puzzlemaker and make (admittedly) damn good-looking maps that have terrible organization, can ONLY look like the nice test chambers, are just make out of hundreds of 128 unit cubes, and don't have anything special to contribute. now, if they know how to use hammer, and just use the puzzlemaker the base out the designs, then run the thing through hammer, i can respect that, mapping out a massive puzzle is a pain in the ass in hammer. continue with adding the light strips, all the IO for a single button, hammer is a pain in the ass, and the puzzlemaker is helpful in that effect.
Every map editor immediately benefits from being realtime. Source desperately needs it - it's so painful to recompile every time you want to tweak the lighting.
The time it takes to compile a map.
Having really awesome visions... but no mapping skill to make it, nor the words to describe it to someone who does.
The fact that even the bounced lighting preview fucking lies to you.
[QUOTE=IronPhoenix;36300239]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[/QUOTE] Sorry for the late response but I was on a road trip. I completely disagree. First of all, I didn't make a thread, and secondly it wasn't a question. I get that the majority of Valve's Source games don't need large maps. I really do. The thing is, I want them. I would love to make a large desert landscape to have sniping battles, drive cars over, so on and so forth. Half a kilometer squared is TINY for a game engine to be able to handle. If you can honestly say that is large enough for any project somebody wants to accomplish, then I think you're a bit silly. There are things that people have wished to do, and would be able to do in Unreal and CryEngine, but can't in Source. Even if it's a large, flat plane, or a bunch of desert dunes and hills. Something that wouldn't even hit the edge of Source's limits. I understand that Source wasn't meant for large area rendering, but the thing is, I can't move engines because Garry's Mod, a SANDBOX game that I love, is on it. I want big maps, so you saying "it doesn't need it", is entirely subjective and DOES matter to me.
- Inspiration = 0 - I don't finish many maps. (I have tons and tons of unfinished .vmfs - Hammer crashing constantly (Had a few instances where this deleted my map entirely, leaving a completely empty void even though the file size stays the same.) - Long compile times - When I actually do get a great idea, I lose the drive to complete it and run out of ideas for a map. - Getting what you think is an amazing idea, then realizing it has been done times before.
I've been working on one town map for my mod for months now, and it's nowhere near completed. Rather than expanding on it, I always find myself tweaking and improving the buildings that already exist, and then I have no idea where to continue to.
Texturing arches. I can't ever get the edge of an arch textured properly. Like THIS: [IMG]http://i.imgur.com/FB94q.jpg[/IMG]
[QUOTE=Framperton;36367919]Texturing arches. I can't ever get the edge of an arch textured properly. Like THIS: [IMG]http://i.imgur.com/FB94q.jpg[/IMG][/QUOTE] For that you might just want to learn to make simple models. Then you have a lot better control over the texturing, and it'll look a lot more detailed.
hammer.exe has stopped working
[QUOTE=First 12er;36371770]hammer.exe has stopped working[/QUOTE] I feel like I'm the only one that doesn't have hammer crash a lot. Only happens like 2 or 3 times every two weeks
Hammer hasn't crashed once for me in about 2 months. Or maybe that's because i haven't opened it for 2 months. Oddly, a fix i found when i was having it crash a lot, was to turn the autosave to save every 2 mins.
[QUOTE=Framperton;36367919]-snip-[/QUOTE] You could try lift+selecting inward pointing faces of the arches then alt+right click the perpendicular outward pointing faces of the same brush. This comes in useful for numerous other situations as well such as aligning roof trims correctly.
You guys have it lucky. For Conscript I have to use Hammer 3.5 and we have no displacements. Guess what I'm in charge of making. [B][U][I]UNDERGROUND CAVES.[/I][/U][/B]
i fucking hate it when you accidently press the key combo that causes all of your fucking tied entities to reset back to its world state it's not a problem when you notice it just then but when you map for 30 minutes after doing it...
[QUOTE=IronPhoenix;36373902]Hammer hasn't crashed once for me in about 2 months. Or maybe that's because i haven't opened it for 2 months. Oddly, a fix i found when i was having it crash a lot, was to turn the autosave to save every 2 mins.[/QUOTE] It's always been crash prone, instinctively ctrl+s after every action is the way forward.
I hate People who steal the maps of the others persons :)
[QUOTE=metallics;36379473]It's always been crash prone, instinctively ctrl+s after every action is the way forward.[/QUOTE] I have trained my hammer well. It knows that i will stab it just to watch it die...in bornio if at all possible.
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