There are many ways to add architecture to maps, such as pillars, prop sequence and 3D skyboxes used with building props. A lot to read but it’s worth it to get the best out of HL2 mapping. First theory:
1. Prop Sequence
It is good for long hallways to repeat brushes and props. It adds depth and realism to your maps, and makes the player interact with them.
In this screenshot the props and pillars are being repeated. Bench, pillar, phone, bench, pillar, phone, bench, pillar. Even a decal is added in the middle to add to this. Another example for a regular map would be: pillar, decal, pillar, and decal. This is good to add when you have the chance so please do it.
2. Pillars
Pillars add to architecture a lot. Just face it; mostly everywhere you go you see a pillar. Without them, ceilings would crumble over your pretty bald head. So make them! Adds to gameplay by being used for cover and adds to architecture.
Notice there are pillar after pillar after pillar. Use this technique because there is never one pillar out in the middle of nowhere. There are a lot of good pillar props in SDK so use them.
3. Walking Bridges
Ok, the third theory is walking bridges. Not the type of bridges that connect land to land, but building to building. You see these frequently in HL2 so add them.
You can even make it so the player can walk through. This is a very good technique for architecture, the only bad thing is that it can block light and create big shadows.
4. Corners of Buildings
Don’t know what to do to the corners of large buildings?
This will tell you a few tips. You can add rounded corners and sharp corners. I don’t know any other corner so don’t make a fool of yourself and add a octagon corner. Here are a few examples for building corners.
That’s an example of a rounded corner. A window texture makes it a small room for the building.
That’s an example of a sharp corner. Texturing this can be difficult at times because of the way textures bend through the two brushes. You might have to re-position some textures if they are out of place.
5. High Ceilings
What I really hate in maps is when the ceiling is always the same height, or when it’s so low that you think you have to crouch to get through. Don’t always do this. Adding high ceilings adds depth and ambient to the game. Here is an example early from the game:
Notice it’s higher then usual, do this and it will bring rewards.
6. Combing two or more textures
Don’t always use one texture for one room. In here the mapper uses two textures to bring his wall to life. A good plaster texture and a tile texture do nicely.
7. Creating windows through textures
See this window? it was actually made from the design of a texture. The original texture was a window texture, it’s just the mapper cut out the window part and made it an entrance way to the next room.
8. Don’t always make brush-based buildings for background buildings. There are lots of 3D skybox props for you to use so use them. It will decrease lag.
Spas12








