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So /v/, I'm fucking around with Source SDK and I'd like your opinion on the two rooms I've done so far. Going for some kinda high-tech lab or something, what do you think?

Anyone else doing any kind of game/map/mod making?
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Heres the second image.
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Really all I have is the two labs and some hallways that I've made myself to be used as prefabs.
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Do you like headcrabs /v/?
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Hammer confirmed for line simulator
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I make shitty maps. Haven't done any for a long time.

That grove street for counter-strike was pretty cool though. Too bad I never finished it. It was kind of supposed to be an aim map.

don't have the files anymore.
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>>321322002
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>>321322002
>>321322129

Making outside spaces is much harder than making inside spaces, the biggest problem is making sure your buildings don't look too flat and giving them a more varied but still uniformed look via their textures.

That's all I could really say, also everything looks a bit too bright.
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Always try and go back to previous areas too, never keep the first area or so you made the same as it always was as it could probably be improved by the skills and formality you gained while creating what you created.

And definitely don't be afraid to change textures or even lighting.
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Second version of the area
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Hell, you might even remodel the entire area with different props.
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>>321322328

in the editor it looks brighter.

there was a compiling issue and it never let me finish it.

rip grove street ;_; 4 lyfe
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>>321322891

Compiling issue? Did you ever check it with that interlopers.net program thing?

Maybe you should get back into mapping and try again, you wouldn't believe how many times I've re-done maps from scratch because I didn't like how they were turning out.
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Hell, even my doors have changed several times; here's the first version of a door I made for the map.
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I'm trying to make an RPG in Gamemaker but I've hit a major snag.
I don't know what to do or how to code in gamemaker
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And here is the final version of that very same door.

Feel free to add me on steam if you want to: http://steamcommunity.com/id/AEXenoxia/
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>>321320743
Doesn't look bad. Could use some much better lighting though
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>>321321868
That shit looks like unrealed.
Is it easy/hard to use if you're any good at Ued 1& 2?
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Put some lights in there, shit looks fullbright
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>>321323420

Nah, I'm using Source SDK/Hammer; not unreal.

Source SDK/Hammer is pretty easy to use though I'd say and Unreal can be pretty easy to use also.

>>321323372

HL2/Gmod's lighting is so flat that no matter what I use I can't find anything else to improve it with without using a dynamic light.

But that shit fucking eats up FPS and causes issues in engine, can't wait for Source 2 man.

>>321323261

Check some youtube videos, I used to fuck around with Gamemaker all the time and coding isn't that difficult when you understand it.

>>321323610

That is light, you can tell if you look at the roof; it's just that rooms with bright lights across the room instead of a single light in the middle tends to make HL2's lighting very crappy.
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>>321323736
>Nah, I'm using Source SDK/Hammer; not unreal.
I'm aware, was wondering if they're similar. Would be nice to use a slightly more relevant editor again.
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Well, one thing that can really make or break the level is sharp edges. Look around your room. How many sharp edges can you see? I bet even your table has a bit of a chamfer on the edges so that you would not accidentally scratch yourself.
So I would recommend you to look up how to do subdivision modelling and bake normal maps from high-poly assets.
The next huge huge problem is that everything looks flat. Do you use specular maps at all? Add some dirt and scratches in specular/gloss to make reflections look more interesting.

Well, and lastly there is the fact that you are using Hammer. It's extremely outdated. Check out Unreal 4 or even Unity. Learn PBR workflow and how to light your level properly.
As for 3d modelling, my go-to recommendation for amateur artists is to check Polycount forums and wiki pages. It has A LOT of information about technical and artistic stuff related to game modelling.
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grove street guy here. i might want to get into mapping again. fuck everything. it takes too much time and i have way too much other stuff to do.
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>>321323736
Are you using light_spot or just normal light entities?

What I find doing best is going into decompiled maps of similar environments and checking out how they do their lighting.

It looks like you're doing a Black Mesa-style map (the lab areas), so maybe decompile some of the maps and check out how they do their lighting?
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>>321324037
Another thing I have noticed. In your level assets meet without any transition. There is just a sharp line between, let's say, the floor and the door.
In real life, when two objects meet, there is usually some sort of transition - dirt, mold, rubbish, dead leaves, etc.
You want to show this in our textures or add decals to the level. Some discolouration near the edges, more scratches or dirt, stuff like that.
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>>321323975

Ah, right.

>>321324037

Yeah, hammer is kind of outdated I suppose; but plenty of people still use it and that's what I want to use. Thanks though.

>>321324069

You should man.

>>321324079

Nah, I'm using the light textures attached to a func_brush then made invisible; it's much more optimised than using the normal light entity and no one uses the light entity because of how bad it is.

I've tried using light_spots and I often do, but they don't give the effect I wanted. Infact, here is a picture of the room using a light_spot

Really I suppose I'd have to re-do the lighting completely; because of how the lighting is on the ceiling it requires the strips of light and not a light_spot.
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>>321324406

Typically I tend to leave things like decals/discolouration or whatever till the end when I'm happy with what I've got and can afford to do that.

For example I might decide to change a texture and now the decal wouldn't fit.
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>>321324548
>it's much more optimised than using the normal light entity and no one uses the light entity because of how bad it is
Not... exactly, anon. How long have you been mapping for?
Only named light entities and dynamic/spot lights are expensive. Non-named ones are cheap as chips.
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>>321325247

I've been maybe mapping on and off for about 5 years maybe?

Every recent tutorial I've seen or every "Professional" mapper I've spoken to have said never to use many normal light entities.

Even valve themselves don't use them that much.
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>>321325554
Hum, it's the opposite on my side with my friends. Then again, it might be different since I'm used to TF2 mapping and you're more Half Life (from what I gather?)
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Which game works best with SDK?
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>>321325817

Yeah, mostly mapping for Half Life 2 or gmod.

I guess it's because everyone has their own kind of way to map and do things, for example I make most of my rooms boxes and then turn every other brush inside that room into a func_decal so that the room is fully optimised and has a simple square vis cluster.

Not only that, but I tend to make every brush with just the nodraw texture and then start texturing it after I've got the room and objects together.
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>>321326039

I'd say Half Life 2 and Gmod, the episode one/two versions have never worked for me.
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I've tried another attempt at the lighting, how does this look now? Honestly, lighting is probably one of my more weaker points in hammer.
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>>321326271
Looks improved, you'd be suprised that actual lighting in labs kind of look like this.
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Working on a map for EYE. Ignore the cheesy name. It's just a placeholder until I come up with something better.

Still in a very early stage and the only objectives are to kill some enemies. Planning on adding different objectives at some point.
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I'm kind of working on a Quake map. It's currently in a rough state.
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>>321326042
I do the second but not the first. Funny to see that everyone has a different workflow.

Here's mine as an example on the map in the pic (excuse the quality and camera): https://www.youtube.com/watch?v=8NFh0IPXC9g
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>>321326442
Looking neato.

>>321326427
Yeah? Honestly whenever I look at my lighting it always looks off so I'm always asking people if it looks right.
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I'm not working on anything and can't find the motivation to do anything.
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>>321326787
It's pretty cool to see a video like that, is that you and your map? Or is it just an example? I'm not sure if I read what you said correctly.

Half the time when I'm doing my maps I can stare at a room I'm doing for ages and still not come up with a good enough look for it that sometimes I'll delete the room completely and start again.
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>>321326826
Start with something simple as a pastime
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>>321327126
Yeah, that's me and a map I was doing for a 72-hour contest

I think with TF2 mapping is that since it's multiplayer oriented. you get a lot of feedback quickly from different people playing on it. We have feedback plugins in the game too so people can recommend additions or changes to certain areas easily.
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Kinda shitty at mapping, I was trying to remake the Hospital from Afraid of Monsters. Lost motivation though.
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>>321327593
Yeah, I really like it.

Can I add you?

>>321327779
Eh, you improve the more you make and the more you try.

It looks alright for what it is though.

Here is a picture of when I tried projected textures.
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And here's another, the light from the ceiling/outside was dynamic so that when the door closes; it's no longer bright/lit up in that room without turning the lights on.
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>>321328172
Sure thing. I'm not too into mapping at the moment but I fall back in now and again.

Here's my steam: http://steamcommunity.com/id/micnax/
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>>321328464

Same here, I'm always going back on and off mapping; probably why I havn't improved too much over my five or so years of mapping.

My steam name is Xenoxia
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I don't have much else to share unfortunately, feel free to add me anyone; or judge me on my shit taste in games or whatever.
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>>321323420
it's like a stiffer version of unreal. not too hard to get the hang of
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>>321328657
I lost my Steam account months ago. Had to start a new one weeks ago.

http://steamcommunity.com/id/Marshal/
Should have a picture of Skull Face on it.
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>>321323420
hammer is easy as fuck
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>>321329576

Yes, hammer is very much user friendly; it's one of valves proudest things in doing. It's also why Source FIlm Maker is used so much and by so many people.

But is it easy to master or easy to make things without experience? Just as much as any other program, if you have no creativity and have no experience you're not going to get anywhere.
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made in hammer for sfm a year ago.
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This is a nice thread
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>when you have to completely redo your map because you fuck up the grid sizes in hammer and it looks messy as fuck
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>>321330605

Wow, that's pretty as fuck. Projected texture outside the window for the lighting/shadows inside?
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>>321330885

That's why it's best to make one room first and see if the scale seems right; then base everything else off that one room.

Walls are typically around 128 units high and about 8 units thick I think?
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>>321330886
just a hologram plane model from a workshop's futuristic pack, glowy looking stuff were added in post, tho it did look glowy enough
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>>321331149

Nah, I mean the stripey look the side has from the grate that's attached to the window. Looks like a projected texture same as what the flashlight uses.
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>>321331149
gm_norad to be precise
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>>321321217
Yes
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>>321331305
oh yeah, curtains from l4d2 I think and light from outside
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>>321331352
Good.

>>321331440
Ah, thought so; thanks.
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>>321326271
Looks way better, the first one looked like Half Life 1
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>>321331679
it's cheap but can always make a cool shot if you are out of ideas
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You got me interested in mapping now, OP, where should I start?
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>>321331901
Yeah, it's a really nice light type; but it wreaks havoc for anything else.

>>321331978
Depends on what you want to make and what you want to make it for.

Source SDK is always fun to start off with if you want, or unreal development kit. Personally I've only ever used Source SDK.

Here's my steam: http://steamcommunity.com/id/AEXenoxia/
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>>321331978
not op, but hammer/source sdk is a good place to start because of the wide array of assets from hl2 and such, which lets you focus on learning level design specifically and not worrying so much about making art assets. so just open it up, look up some tutorials, and try making something small.
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>>321332152
Thanks, I'll check out the source SDK
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>>321332334
Neato, glad I've given someone motivation/interest in wanting to map.

Also, what >>321332252 said.
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bump i like these threads
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>>321320743
Haven't used VHE/Worldcraft in a long fucking time. I should really go dick around in it again.
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I really enjoy mapping and listening to some comfy music, it's really nice.

Just wish the weather was more comfy.
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I've always wondered. How you determine if something is worth making a func_detail? Are they just the little details that aren't part of the main geometry?
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map for fantasy setting me and some mates are gonna make
turn based strategy game where you control vast legions of dudes
fighting (you guesses it) other vast legions of dudes

It's my setting though, I do some /tg/ stuff with it also
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>>321334357
If it's not sealing the map or necessary to seal an areaportal (ie. a wall), you might as well make it a func_detail.

Don't do this for things that are already entities though ie. moving brushes.
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>>321334357
Depends on what it is, if it's in a room and doesn't seal anything as well as doesn't cause a large enough block in that room; then it should be turned into a func_detail.

Things that go across the sides of walls or ceilings, generally anything you consider to be a detail of the map and not actual geometry.

It's all about testing and trying, here is a picture of part of my map with the func_details and no props etc.

And what >>321334692 said.
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>>321334776
And here is the same image but without func_details on the map.

Notice how it's all squared with nothing jutting out anymore? And the window shape was simplified from it's triangular look to be more squared?
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>>321334692
>>321334776
>>321334903
Ah okay. That definitely clears things up a bit. Thanks.
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>>321334903
>>321334776
Also just to point out as to why the floor/ceiling dissapears, is because it's made of multiple brushes and sometimes a new brushes start can create a new vis-cluster that can cause the area to not be as optimised. So I grouped them all together as func_details and created a new floor underneath using the nodraw texture.
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>>321320743
pretty cool, op. this for a bigger game or just a standalone map you're making?
as for me, i've just begun on a first person puzzle game with a big focus on level design. level design had fallen a bit by the wayside in my mind but recently i felt its importance in so many games and wanted to make something to study and practice it, in a way.
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