• What do you hate the most about mapping?
    253 replies, posted
  • [QUOTE=.EDI;36969934]You cant make hollow sphere or torus, thats annoying.[/QUOTE] You mean, apart from using the torus tool?
  • select multiple brushes vertex edit imma select these 14 vertices and move them up by... NO NOT JUST THAT ONE VERTICE ALL OF THEM! okay lets re-select them and- NO I DIDNT WANT TO SELECT THAT BRUSH! vertex tool hates me, and the feeling is mutual
  • the compile times, and if you make a slight mistake than you have to redo the whole thing over again
  • [QUOTE=nomad1;36475475]When you keep compiling your maps and the actual map does not update to the newest compiled.[/QUOTE] Don't even mention that, this is happening for me everytime im getting new stuff to my map.
  • [QUOTE=prop_physic;37002186]Don't even mention that, this is happening for me everytime im getting new stuff to my map.[/QUOTE] try using vbct, it stops when it finds a compile problem.
  • [QUOTE=Alienmario;37003555]try using vbct, it stops when it finds a compile problem.[/QUOTE] Or just only run VBSP and nothing else then look at the log to see if there's any deathly errors. VBSP takes like a minute at most anyway. I always do this before fully compiling a map so that I don't get kicked in the balls later.
  • I hate when I flesh out a basic shape for a map, then I get stumped and cannot conceive how to possibly add detail without ruining it.
  • I really hate how Valve has put almost no effort into making a better mapping tool. I messed around a bunch with Natural Selections 2 editor Spark, its fucking amazing compared to hammer, it was made by like two people I think in the start at least. Real Dynamic lighting in real time, you deal with 1 sided surfaces, so no more nodrawing everything, it does it on its own. And the best fucking thing to ever grace map making. You can resize props, if your room doesnt fit the standard propsize, well you can just size it to make it fit, and it usually looks really good unless you size it to much.
  • When you forget one itty bitty thing in a bsp using pakrat, and having to reupload the map the every filesharing site you put it on.
  • Displacements. The thing I hate the most is that you have to edit the height of only one face of the brush for them not to fuck up in game, and I always forget it. I don't really map much, but when I do, that is probably what annoys me the most [editline]18th August 2012[/editline] [QUOTE=Tom083;37019813]I hate when I flesh out a basic shape for a map, then I get stumped and cannot conceive how to possibly add detail without ruining it.[/QUOTE] Me in a nutshell
  • I think the thing I hate the most is actually getting started. Looking at that void, even when you've got all your ideas penned out, is still really intimidating.
  • One thing I will never understand, is optimization. I think I understand Area Portals pretty well, but Hint brushes still boggle my mind. Especially in wide open areas.
  • Hammer never crashes on me until I finally get some inspiration and start mapping... Also I hate that Valve isn't releasing the Portal 2 or CS:GO mod code.
  • [QUOTE=simzboy;37456940]One thing I will never understand, is optimization. I think I understand Area Portals pretty well, but Hint brushes still boggle my mind. Especially in [b]wide open areas[/b].[/QUOTE] Ah yes. The very thing preventing me from completing a map I've been working on for almost a year.
  • [QUOTE=simzboy;37456940]One thing I will never understand, is optimization. I think I understand Area Portals pretty well, but Hint brushes still boggle my mind. Especially in wide open areas.[/QUOTE] This is why all my maps end up inside for the most part :V
  • I don't know if someone mentioned it. What i hate from hammer is that there is a bunch of different hammer editor with all of them some special feature that you cant use in the others one .. Ex: Portal has linked_portal_door that would be usefull for Left 4 dead or Hl2 mapping .. etc They have to make ONE hammer editor will ALL the dang feature -.-
  • [QUOTE=pac0master;37473450]I don't know if someone mentioned it. What i hate from hammer is that there is a bunch of different hammer editor with all of them some special feature that you cant use in the others one .. Ex: Portal has linked_portal_door that would be usefull for Left 4 dead or Hl2 mapping .. etc They have to make ONE hammer editor will ALL the dang feature -.-[/QUOTE] That's not to do with hammer, that's different games having separate content. You could write an fgd or turn off smart edit and put in those entities, but they wouldnt work. If Valve rolled out all the code for all their games with each individual game (which they would need to, to do as you suggest) the bloat would be horrendous.
  • [QUOTE=metallics;37473526]That's not to do with hammer, that's different games having separate content. You could write an fgd or turn off smart edit and put in those entities, but they wouldnt work. If Valve rolled out all the code for all their games with each individual game (which they would need to, to do as you suggest) the bloat would be horrendous.[/QUOTE] Nah its about the Function the different hammer editor has ... L4d has the Director thing .. Portal 2 has Linked portal door .. etc. Has far i know we cant port the Points Entities from the other engine to one single one. (well i dont know how and many people told me that we cant)
  • [QUOTE=pac0master;37473812]Nah its about the Function the different hammer editor has ... L4d has the Director thing .. Portal 2 has Linked portal door .. etc. Has far i know we cant port the Points Entities from the other engine to one single one. (well i dont know how and many people told me that we cant)[/QUOTE] I don't think you understand, that's not a result of hammer, that's a result of different versions of the source engine used for different games. You can use whatever entities you like in your map. You can make a map under the l4d2 config for hammer and manually make linked portal door entities all over the shop. Hammer won't complain - it just wont work in game.
  • yeah i just get what you mean, so i was complaining about source engine .. not hammer itself .. sry then
  • [QUOTE=simzboy;37456940]One thing I will never understand, is optimization. I think I understand Area Portals pretty well, but Hint brushes still boggle my mind. Especially in wide open areas.[/QUOTE] func_lod for big open areas. here are three of my shitty tutorials where I try to explain what VVIS is. -shameless plug- [url]http://www.youtube.com/watch?v=7rt5lLLNml4[/url] [url]http://www.youtube.com/watch?v=2H4US-t1SbM[/url] [url]http://www.youtube.com/watch?v=2775VvTINL4[/url]
  • [B]3 Things:[/B] 1. When highlighting multiple objects if you click too fast source sdk crashes on bigger maps 2. Shift dragging doesn't work sometimes so before you realize it didn't work you already moved it from its original position and you have to move it back. 3. Placing cubemaps...
  • Inaccurate light_enviorment system.You dont really see where is light going or reflecting, until you compile the map wich will consume even more hours than you have worked on single lighting.