• Mapping Errors You Made Before
    31 replies, posted
I used to make skyboxes by making a huge brush with the skybox texture.
3D skyboxes - I used to put the sky texture onto that.
I used to carve a sphere into the ground for make uneven terrain (please flame me now).
You mean, besides making that fullbright cube everyone makes?
[media]http://www.youtube.com/watch?v=-XSAYfRElRg[/media] I made that map. Biggest mapping error ever.
I never used to know that when you make a selection with the vertex tool selected, you only needed to hit enter to deselect. I thought I'd corrupted whole maps by doing that.
I always used hollowed out skyboxes for test maps, I now use the cordon tool, it's actually a lot nicer and easier.
I made walls 1 unit thick, I used pure white, default brightness lights everywhere, I refused to use light_environment entities. I tried to make an RP map and thought it was fucking awesome, it wasn't.
so many - hollow brushes for skies -made a maze what was not to scale, and the player was way too big -used prop_physics on everything, and 90% of my porps would not show up etc. [editline]11:20PM[/editline] and carve
[QUOTE=robmaister12;21064022]I always used hollowed out skyboxes for test maps, I now use the cordon tool, it's actually a lot nicer and easier.[/QUOTE] this.
[QUOTE=ViralHatred;21063704][media]http://www.youtube.com/watch?v=-XSAYfRElRg[/media] I made that map. Biggest mapping error ever.[/QUOTE] what zombie server was that on? is is synical?
Oh and I used to make my walls waaaaaaaaaay bigger then the player.
[QUOTE=tau X;21065268]what zombie server was that on? is is synical?[/QUOTE] read the description. My biggest error was probably a Zombie Panic: Source map. Basically there was a map called "zpo_lake_of_the_dead", which nobody could track down the original owner for, so people decompiled it without thinking and released their own versions. I was one of them, making some fog raped version with an extra house and various other shitty versions, it lagged like hell since I was probably decompiling a map that was already decompiled multiple times. Later on when I learned to map slightly better, I released a version remade from the ground up. It was OK, had some balancing issues, though at least I innovated and didn't decompile it to death :)
Deleted brushes by making a bigger brush around them and using the carve tool
I used to... - Align textures by eye, I didn't know how to use 90% of the texture application tool. - Select objects in the 3D view, I didn't know you could click and drag to select multiple brushes at once. - The second map I've ever made was a remake of a CS:S jailbreak map. I opened the vmf and saw the nodraw texture everywhere outside the map. At the time I thought it was causing in error in my map so I went around the map for days finding nodraw textures on any brush and replacing them with a brick texture. - Used most textures incorrectly, for example, using ceiling textures for walls, etc. - Not use func_detail, let alone know what it is. And a shit load of other stupid things.
rp_Trebormarsh
[QUOTE=TH89;21065857]Deleted brushes by making a bigger brush around them and using the carve tool[/QUOTE] That is just... wow.
Oh yeah, this is something I did until recently: NEVER USE DETAIL BRUSHES
[QUOTE=TH89;21066489]Oh yeah, this is something I did until recently: NEVER USE DETAIL BRUSHES[/QUOTE] TH89, I do hope you're mapping your mod basing the game on the "normal" difficultly.
Why do you say that?
[QUOTE=TH89;21066822]Why do you say that?[/QUOTE] Because having played and modified many of the .vmf's included in the SVN Version, you're looking at complete rape on "Normal" difficulty. On easy you can just spam soldiers, but normal, you use less soldiers but better scripting for example. But lots of soldiers + normal difficulty = Rape.
Oh yeah, we all agree that the test level is totally impossible to play. I myself suck pretty bad at FPS games, so if anything the mod will be on the easy side.
First map I made was all displacements. Good for a beginner you say? It wasn't sealed and when I went to place an info_player_start I realized everything was about 1500% too small :) Needless to say I gave up for about a year.
Carving and not using grid snap- At the same time.
I pounded out maps like mad without giving a fuck about optimization. Compiling took hours, after working for so long, it succumbed to portal overload and stopped compiling altogether. I couldn't tell what it was at the time so I gave up for about 6 months. Even then I never used carve :D
Never releasing a map. Oh, and technically I've never had a first map.
I used the skybox textures as the sky. Not the tools/toolsskybox texture, but actual sky textures. Made everything in my map transparent and I was confused as hell.
[QUOTE=Spartan One;21069512]I used the skybox textures as the sky. Not the tools/toolsskybox texture, but actual sky textures. Made everything in my map transparent and I was confused as hell.[/QUOTE] Haha I did that the first time I mapped. Then I went on google. Something I've done is have a func_reflective_glass with all sides with the reflective glass texture and I was wondering what the hell was up with it. Then I realized I had forgot to texture it with nodraw on the sides. Also, I've made expensive water that was higher than another and source shat itself.
i used to carve out windows and doors and corridors :S and i used to place a million light entites in the sky to simulate the sun.
When I wanted to have a static prop but the model I was using didn't support prop_static, I made it prop_physics and used phys_constraint to attach it to an invisible func_brush. :downs: I did this back in gm_coolprisonescape and after that I learned to just make them prop_dynamic_override instead.
Sorry, you need to Log In to post a reply to this thread.