View Full Version : I need some help with mapping..
Someone who can help with mapping...
I have a problem...I make rooms but they are too big when i'm finnished??
Someone who have a little TIP or something plz
Sorry for my bad English..:( :D
the Carpenter
01-11-2004, 02:49
Tip of the day ... every day:
Read tutorials.
Try "countermap" & the "valve erc".
Aggghhh!!!
http://forums.joe.to/viewtopic.php?t=11445
And you know what is REALLY funny? No one ever reads that thing before posting.
Thirdeye
02-11-2004, 18:41
hmmm try placing "info_player_(start or deathmatch)" next to your " hallways , door entrances, walls, etc etc "
its not an EXACT science but it does give u a great place to start... will definatly save on the number of times u have to compile till "perfection"
u can compile your maps right ???
>BKA< T Wrecks
02-11-2004, 23:58
Another thing to go by is texture and prefab sizes... for example, there's a chair among the prefabs that come with the editor. You know how big a chair is supposed to be, and you know how big other things need to be in comparison. So you can take the chair as a kind of scale. If you have the chair in your room, getting a desk to have a reasonable size isn't difficult at all.
What I mean with taking texture size as an orientation is this: The editor shows you the size of a tecture in pixels. Now if you look at a door texture and see that it's x pixels high, just make a doorway x units high as well. This makes keeping proportions a lot easier.
I never used any other reference than what I mentioned above when I played around with Hammer, but in my maps everything was perfectly sized and well-proportioned.
the Carpenter
06-11-2004, 07:58
"In my maps everything was perfectly sized and well-proportioned."
That sort of claim usually requires proof, mister.
>BKA< T Wrecks
06-11-2004, 16:48
Well, I compiled them, walked through them in CS and didn't encounter anything of which I thought: "Hey, this is way too big/wide/small"... that's enough of a proof for me.
Since I never made a complete map (let alone released one) because I decided to dedicate my time to other things, I can't show any stuff here... believe it if you like, or let it be. I'm just trying to suggest something for Wizzard, not claiming that I'm a good mapper or something.
Scale might be more difficult to keep with custom textures and bigger maps, but for a start I found that default texture sizes can give you a kind of feeling how many units a doorway, for example, can be high and wide to look realistic.
Sorry for thinking that and posting it here. Jeez.
SoUlFaThEr
09-11-2004, 14:42
proof buster.....thats the biggest fight for all mappers to get the scaling of shit down to T
you can also never look at your map as objectively as another person :)
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