Moderator [PBmm/Waypointing]& PODBot mm waypointer
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Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
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.
Roses are #FF0000, violets are #0000FF // all my base, are belong to you.
Moderator [PBmm/Waypointing]& PODBot mm waypointer
Status: Offline
Posts: 1,492
Join Date: Feb 2004
Location: C.C.A.A., Germania
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.