Map Giveaway.. Gona Start Using Hammer
h8_F8
Join Date: 2003-05-16 Member: 16362Members
i'm giving up on quark and if anyone can get anything decent out of this map posted then do so, feel free to add something like started by h8_F8 in a .txt file
MY ONLY condition is you keep the 4 JO in the ready room, she has been very patient while i was learning, and a g/f has a right to tell me to stop.
i've included the .map and .qkm files in the rar
MY ONLY condition is you keep the 4 JO in the ready room, she has been very patient while i was learning, and a g/f has a right to tell me to stop.
i've included the .map and .qkm files in the rar
Comments
roflmao, no way she likes that i have something that keeps my mind occupied, i just wanna keep the tribute to her in there...
I just opened the .qkm file and want to give you some tips for your future in WC mapping:<ul><li>ALWAYS keep the grid on.
<li>Make Hollow is evil. While using it in QuArK will only be a likely cause for compile warnings, using it in WC is bound to give fatal compile errors. In QuArK there is a less evil variation, the wallmaker duplicator, which is perfect for creating the layout of your level, but since you're moving on to WC that knowledge comes a bit too late for you. I've attached an example of how easy it would be to create the 4 outer rooms and their connecting hallways.
<li>Texture your info_location entities with the NULL texture.
<li>Skies are created like <a href='http://collective.valve-erc.com/index.php?doc=1045516038-73612700' target='_blank'>this</a>.</ul>
Note to whomever might be interested in continueing with his map: only use it as a template for your level, don't copy the actual brushwork.
I just opened the .qkm file and want to give you some tips for your future in WC mapping:<ul><li>ALWAYS keep the grid on.
<li>Make Hollow is evil. While using it in QuArK will only be a likely cause for compile warnings, using it in WC is bound to give fatal compile errors. In QuArK there is a less evil variation, the wallmaker duplicator, which is perfect for creating the layout of your level, but since you're moving on to WC that knowledge comes a bit too late for you. I've attached an example of how easy it would be to create the 4 outer rooms and their connecting hallways.
<li>Texture your info_location entities with the NULL texture.
<li>Skies are created like <a href='http://collective.valve-erc.com/index.php?doc=1045516038-73612700' target='_blank'>this</a>.</ul>
Note to whomever might be interested in continueing with his map: only use it as a template for your level, don't copy the actual brushwork. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Are you sure? I've been using Ctrl+H in WC for ages and nothing happened.
I should've been more specific: using make hollow on complex brushes is evil.
I've been using hollow, carve and clip all the time. They're our friends when used <b>right</b>
Clip is often safer then vertex manipulation, and almost always faster. It just depends on the object.
But I have never had a use for hollow, I just don't see a use. But I strongly suggest saying away from carve. Even if it is fast, it takes your r_speeds and beats them with a bat untill they get really mad and skyrocket and go on a horrid rage killing you map.
Exactly. "Oh clip is awful, let's just use the block tool for every part of our map!"
I'll let you in on a little secret, boys, I use the carve tool <b>when</b> I know the outcome of the action. If I'm in control of the proceedings then I can simply clip or vertex manipulate the result and have what I wanted while being efficient with time.
However, the Hollow tool <i>really</i> does make the baby Jesus cry.