Editing Tips

Interlopers Editing Tips

We've collated some useful tips for you to read and learn from. Whether you're a complete novice or an advanced level designer - you should find something here to interest you.

To contribute your own useful tips please visit this thread and read the first post for instructions.

Tips statistics

In total there are 50 tips

The users who submitted the most tips are:
The users with the highest rated tips are:
  1. Be realistic

    Tip Rating: 0.00

    When you're mapping what ever it is, be realistic in what you're doing. Example, don't place a huge metal door in a wood cabin is, and that goes for props too. Don't place barrels in somebody's house or on the street. Just try to think what that place would look like in that time period, or after a certain event.

    Category: Miscellaneous

    Tip submitted by Blink

  2. Getting help

    Tip Rating: 1.00

    Before getting help at all, try searching tutorials for yourself. Most of the time, unless there's an error with the program itself, someone has already written a tutorial about it.

    Category: Miscellaneous

    Tip submitted by Dead-Inside

  3. Adding to your 'simple' room

    Tip Rating: 1.00

    You'll notice that every room in your house isn't square per say, add little chamfered corners or round them out. It depends on the situation but roof support is something you should think of too.

    Category: Miscellaneous

    Tip submitted by Sorrow

  4. Write down your bugs as you go!

    Tip Rating: 1.00

    Everytime you compile your map you will spot visual errors or scripting bugs that you need to correct. To make this process easier simply have a notepad to hand and write down the bugs as you go, no matter how good you think your memory is you will forget them and then have to fix it as well as the next set of errors.

    Make a new list each time you fix the last list and eventually it will shrink down until you've solved every little error. Playtest your map with friends and write down what they see as well.

    Category: Miscellaneous

    Tip submitted by Blink

  5. Don't rush your first map

    Tip Rating: 2.00

    Often, one can spot that a novice mapper will post his first map without spending enough time on it. Spend time on your first map and you will get positive feedback. Enough time would be 2 - 3 weeks at the very least. Anything lower than that is pushing your luck.

    Category: Miscellaneous

    Tip submitted by YokaI

  6. Realism, and working from references

    Tip Rating: 1.00

    When working from real-world references, always beware confusing realism with accuracy. In games, realism is best thought of as 'suspension of disbelief', not accuracy. So, just because your reference photo contains oddly-aligned brickwork, or a glaring seam between two styles of brickwork, this doesnt mean you should recreate that - it'll end up looking like bad texture alignment. Similarly, a strong contrast between two lighting styles might not always carry over to the game well. In short, always prioritise the artistic qualities of the scene over it's accuracy.

    Category: Miscellaneous

    Tip submitted by Jest@

  7. Pre-Hammer Planning

    Tip Rating: 3.00

    Just because "You have a good idea in your head" doesn't mean it's the best idea. Turn off the screen and get some paper, a pencil, a ruler and whatever geometry tools you think will be necessary. Draw a layout, basic or complex, it's for YOU to follow. Editing your drawing is a 100x easier then editing your map later in hammer. Also keep in mind your original idea is rarely your best idea. Let your mind flow and think, let the map evolve.

    Category: Miscellaneous

    Tip submitted by Penney

  8. Don't release your first map

    Tip Rating: -1.00

    Even you know your first map isnt going to be a work of art. Because of this fact, you shouldn't release a first map. Use your first map to practice various techniques, or try something crazy just to see if it will work. If you really feel inclined to, you should only release a version of your first map to some close friends, to test it and give you constructive criticism.

    Category: Miscellaneous

    Tip submitted by Olympus04

  9. Realism vs. Suspense of Disbelief

    Tip Rating: 1.00

    When a player starts up a game, they already know it isn't real. The point here is that any environment must therefore attempt to remove that idea from the player. That means just because you have seen a 200 foot long brick wall in real life, does not mean it will look good in-game. It is therefore important to get others opinions on your level to keep in check the Suspense of Disbelief you have attempted to create.

    Category: Miscellaneous

    Tip submitted by Rocket_Robinhood

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