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HL Engine Mapping Maps for the Half-Life engine Half-Life

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I need some help with mapping..
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Wizzard
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Default I need some help with mapping.. - 31-10-2004

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..
  
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Re: I need some help with mapping..
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the Carpenter
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Default Re: I need some help with mapping.. - 01-11-2004

Tip of the day ... every day:
Read tutorials.
Try "countermap" & the "valve erc".


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Re: I need some help with mapping..
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sfx1999
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Default Re: I need some help with mapping.. - 01-11-2004

Aggghhh!!!

http://forums.joe.to/viewtopic.php?t=11445

And you know what is REALLY funny? No one ever reads that thing before posting.


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Re: I need some help with mapping..
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Wizzard
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Default Re: I need some help with mapping.. - 01-11-2004

Oki thx man...
  
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Re: I need some help with mapping..
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Thirdeye
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Default Re: I need some help with mapping.. - 02-11-2004

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 ???
  
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>BKA< T Wrecks
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Default Re: I need some help with mapping.. - 02-11-2004

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.



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the Carpenter
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Default Re: I need some help with mapping.. - 06-11-2004

"In my maps everything was perfectly sized and well-proportioned."

That sort of claim usually requires proof, mister.


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>BKA< T Wrecks
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Default Re: I need some help with mapping.. - 06-11-2004

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.



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.

  
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Re: I need some help with mapping..
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SoUlFaThEr
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Default Re: I need some help with mapping.. - 09-11-2004

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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