Architecture Ideas

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Architecture Ideas

Postby Tutorial on Fri Jun 03, 2005 2:02 pm

In this tutorial I will tell show you how to add Western European Architecture to both CS:S, HL2, HL2:DM, and even games outside of HL2.
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.

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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.

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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.

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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.

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That’s an example of a rounded corner. A window texture makes it a small room for the building.

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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:

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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.

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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.

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Postby Orion on Sat Jun 04, 2005 1:21 am

Good tutorial, this should help me out a lot for when I map citys.
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Postby Spas12 on Sat Jun 04, 2005 2:08 am

can u guys see the seventh pic?
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Postby Orion on Sat Jun 04, 2005 3:02 am

Ummm nope, just says
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Postby Spas12 on Sat Jun 04, 2005 3:23 am

ok, blink was supposed to fix that.
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Postby DrGlass on Sat Jun 04, 2005 10:06 am

Lots of good points, but its not really "Western European Architecture" everything you say is used almost everywhere.

Also, a quick walk around HL2 would express more than any amount of tutorial could (infact it looks like all of your pics came from the first chapter...)

I think you could use a little more info on the mechanics of these points. For instance, alot of new mappers get scale very off, maybe some info on door, wall, and other atchitecture heights as well as how they compare to each other.
Signature images are 400x100 - Please kill yourself because you can't design graphics for crap, stupid head...

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Postby Shifty31 on Sun Jun 05, 2005 12:32 am

Just "noclip" around the 1st chapter of Half Life 2 and you will see what he meens :D

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Postby Spas12 on Sun Jun 05, 2005 4:41 am

Architecture Ideas Part 2 will be coming tomorrow. It will have more indoor architecture with some outdoor building design. since you poeple are so fussy. :smt021

wats with Shifty31 and Shifty155? :shock:
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Postby Yoshi on Sun Jun 05, 2005 7:23 am

what's wrong with the images :?
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Postby Ophidian on Sun Jun 05, 2005 7:39 am

Nothing.
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Postby Yoshi on Sun Jun 05, 2005 9:13 am

hmm on my computer there is a big white border on the right and down side of it...
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Postby Shifty31 on Sun Jun 05, 2005 9:55 am

Well if you look there is a "Shifty" (thats my normal forum and gameing name), Shifty31 (me) and Shifty155 (dont ask me)

Shifty :)

Oh yeah there seesm to be some big while boarder around your images :S

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Postby verballydecapitating on Sun Jun 05, 2005 1:30 pm

He used Paint?...
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Postby Ophidian on Sun Jun 05, 2005 5:08 pm

I thought you meant like, they didn't show up.

But wasted bandwidth is cool, yo. Word.
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Postby hP on Mon Jul 24, 2006 12:59 am

Nice tips, although most of the decent level designers who use theyr logic sense know all this unconsciously! :wink:
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