It is currently Fri May 31, 2024 4:24 am
zombie@computer wrote:B -> C -> C+ -> C++ -> Java



I got my propaganda, I got revisionism
I got my violence in high def ultra-realism
all a part of this great nation



i posted that on the news thingy of the blackmesa update. I like to quote myself, it adds spice to a discussionzombie@computer wrote:Real life(tm) sucks, if i would remake real life(tm) in source most rooms would consist of six brushes and three props max. Real life (tm) in half-life wouldnt look good at all, it would look empty and boring, no matter how accurate you remake it. Rooms in real-life arent supposed to catch your attention and go "ahhhhhhh", they are just there to shelter you from other rooms/outside. In games however, the single and only purpose of rooms is to catch your attention and go "AHHHHHHH". In fact, the ENTIRE GAME depends on this function of the rooms.
The key to mapping is, to remake real life (tm) as good as possible, but adding/changing stuff so it doesnt look as empty as real life (tm) would be. I hope you agree with me on that. When i realised this, it changed the entire perspective on mapping for me.
This is why the warehouse looks like "build a room and fill it with props". This is how real life(tm) is done, but not how you should work in half-life. Half-life is about adding subtle details to make a room interesting, but keeping enough realism to keep it believable. You dont want the gamer to loose interest because you filled a futuristic room with wooden crates or something.
How you should improve? hard to say, nobody said mapping is easy. All i can say is try to avoid monotonousness. Some lights may be broken, some crates/boxes may have fallen on the ground. A barrel in the corner could have been leaking. Besides that, theres always the standard shit: use powerlines, beams, trims, pipes, doors (even if they lead to nowhere; make em unopeable or unreachable, perhaps on another floor or behind some junk), junk, puddles or other decals to break up boring areas. (i am not implying here that this is not done in the warehouse, i AM saying it is not done enough. You may think this may lead to randomness in a room, but youll have to cleaverly think over everything you add. Is it logical to have a powerline in a shower? is it logical to have a toilet in a office? etc. This may sound hard, but its one of the many things that makes mapping fun. You dont just build a bunch of rooms, you are creating a world. A world full of creatures, humans and other characters, different areas and views, and also a future and a history. It may help you to think of the fourth dimension when adding details to your rooms: time
When a player enters a room he is thinking: where am i? your room should answer that question immediately (I am a combine prison, I am a warehouse, I am a strange high tech room with technology that goes beyond your imagination)
He will also think:
What does this room do? (eg house explosives) What does it normally do? (eg make rockets launch up into the air). What will it do when i leave? (eg stay deserted forever). But the most important question your room should answer is:
WHAT HAPPENED BEFORE THE PLAYER GOT HERE?
How you can answer that is pretty simple, but requires some imagination. For instance, when there has been a big battle, you should add corpses, blood, bulletholes etc. But dont forget the story! Perhaps one of the parties used some crates to hide behind? Perhaps the enemies had to blow up a door to get into the room? if that is the case, SHOW IT! Lay some broken crates in a row, partly broken, perhaps full of bulletholes of the enemies who shot at the people hiding behind. Add bits of the blown door, full of scorch marks on these bits, but also on the doorframe. Perhaps the remains of a device used to force the door to open?
Or maybe the player is the first person to visit the room in years? If it is, make it clear. Add things like cobwebs (if you can), broken lights (they cant fix themselves you know), lots of dusty things, maybe watermarks, cracks in the walls, holes in the floor? It isnt very logical a room deserted for years is still fully lit with fluorescent tubes that all still work. Its more than likely the entire room doesnt have power, or that the player has to activate this power himself. Wooden stuff may have gone rotting or simply decaying. Show it.
Perhaps junkies have found your deserted room and filled it up with graffity and litter. They probably stole everything valuable, broken doors that shouldnt have been opened, smashed windows. Show it
Use your room to tell a story, dont simply use it for placing enemies inside and make the player walk through it. He wont enjoy that one bit. The key to a good room is to make the player interested. What happened? What will happen? WHATS NEXT?


few things though. you are talking about (your) bedroom. the sole purpose of a room in a house is to put stuff in it. If you wouldnt overdo the depth of the fixed things(the things on the walls), your walls would still look as empty as they were when you just make the wall one texture with the details in it bumpmapped. And, though it looks like real-life, it still looks ingame like a box with props. try it!XS^WoeKitten wrote:Zombie, I'm less experienced than you at mapping but I still think your missing the mark by saying that mappers shouldn't recreate real life. If I look around the room I'm sitting in now I might automatically think its got four walls a ceiling and a floor and thats 6 brushes. But rooms aren't that simple. I think the job of a mapper is to look past the general 'quick' mental image of a 3 dimensional space and see the real detail of that space. For example, the room I'm in has scirting around the floor. That is at least another 12 brushes to recreate properly. It also has a divider running about 4/5ths up the wall that's another 8 brushes. The wall is blue below and white above the divider so that splits all my walls in half. Then there is that plaster detail where the walls meet the roof. There's another 12 brushes. The door to my room is at least 6 brushes + a model (or one pretty model). There's a TV, a computer, a chest, a cupboard, two armchairs, a double (unmade) bed. Some plates and cups lying about and a few empty beers. The window has 8 pains of glass NOT ONE! and they are divided up with even more brushes. There are pictures and posters on my walls. A book shelf. Jesus the details are endless. If everyone really went for recreating real life in full detail they would realise that its FAR more complex than creating the walls and jamming in a load of props.
Saying that. We create unreal environments a lot of the time (or at least unusual ones) so we need to take those unreal environments and apply all the thinking to them that you talked about. Think about that thing in use not as it was when it was built. Things don't stay in mint condition for long.
Now we've got a discussion



XS^WoeKitten wrote:Yeah it is good to have a 3d map... but tbh d2 is the most popular cs map by miles and its pretty 2d. That map is pure layout. Not pretty, not 3d, no gimmiks or special effects. Just pure layout. If you want to know what makes a good cs map, study it. The z axis is used, but in proportion. The main thing it has is excellent layered chokepoints.
When designing a multiplayer map you must have chokepoints in the front of your mind all of the time.



NsOmNiA91130 wrote:Dunno if this has been said, but I LOVED the cliff parts of HL1. I also liked that feeling that someone is watching me, my every move.

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