<!--QuoteBegin-BulletHead+Sep 27 2004, 09:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 27 2004, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey man. Nice to see a new face. Please keep trying as you seem to have a fair understanding of texturing, but must work heavily on your architexture. Cubes are a big no no, and will get you flamed. as such, I'm going to request a lock before the flamethrowers (*cough* recoup, jez *cough*<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) get here and scare you off <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> He's not new >_>
JezPuh, you're not needed in this thread anymore. Go away.
Carioca, it's a better first attempt than some that i've seen, but your inexperience does show in your map. Regardless of how good the map is or isn't, I appreciate your taking the time to post it here.
Now that you're learning the basics of Hammer, it's time to go through the threads in this forum and study and learn about style so you can make a map that looks good, because most people don't care about anything else.
I, for one, and hopefully many others here, will be more than happy to give you CONSTRUCTIVE criticism on any screenshots you post, but I have to admit that there isn't much we can do with this map.
id say anything mentioning this map not including "it sucks" is constructive criticism <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
hey man, if you like, I can try to guide you thru Basic Architecture 101. bout the most I can do (still learning the advanced stuff myself) but I can teach you vertex manipulation and the brush cut tool
very good map for a beginner, just work on texture alignment and lots of detail and you will get better. id steer away from boxy rooms and halls because it looks very plain.
bullet head if u could post here u r tips to help me and anyone to map because here the ppl could see the troubles in my map and u r tips to fix the map and all will learn. thank u to offer help.
And that text sounds like an online translator anyways. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Kobayashi got shot down! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1. Mendasp: I chose to write in Castillian because it is patently obvious that he cannot write or understand English very well. As I don't know Portuguese well enough to write it competently, (for this language I <i>would</i> need an online translator) I chose Castillian. I thought that if he read something in 'Spanish', albeit that he seems to have strong feelings against it, he might just get the message.
2. Mendasp: Online translator my a**. Maybe I should quit my UNIVERSITY DEGREE in MODERN EUROPEAN LANGUAGES because you could teach me 'Spanish' for half the price I'm sure. Don't worry I've been asked not to write in foreign languages on the forums so you won't be seeing any of my 'online translator'-abetted language skills in the future.
3. Mendasp: The language I was writing in is called Castillian, not Spanish. There are languages in Spanish regions which have been given equal legal status with Castillian, such as Catalan and Euskera, and are used in both schools and for legal purposes (ie laws).
4. Tequila: Get off the bandwagon.
P.S. While your at it guys, tell me what it's like to crash and burn because I've never had the pleasure...
and i end the reshape of the vent hive and share the 2 level storage to be 2 rooms, storage 1 and storage 2. now i will work in the water hive and share the dinner and the restrooms.
As for the map, carioca it's nice to see someone doing some texture-modding for a change, but as I wrote in my *nuked* post I'd suggest creating the level first, then texturing. The textures (if they are a custom set) can dramatically alter the feel of the map, but the architecture makes the biggest impact in my opinion.
You know, there's more features than Hollow and Carve in the editor <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
No one makes funmaps anymore these days. So I suggest you shouldn't make them either. Simply because almost no one likes them. If you really want to earn respect as a good mapper, start improving your mapping skills. Because funmaps are usually also an excuse for bad mappers.
Like Zyndrome said, read some more tutorials and certainly DON'T use hollow and carve.
Hollow and Carve are both really bad tools to use if you don't know what you're doing since they tend to split things up in a really poor manor. It is a lot better to do the same brushwork by hand using the primatives and clip too.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No one makes funmaps anymore these days<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Eh? Who said this was a fun map? (To my knowledge Carioca hasn't.) And anyway, loads of people make fun maps for clans and stuff. Shh.
On topic - Keep up the hard work, I bet it's hard being a new mapper and having to speak a new language aswell <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Carioca, draw out a plan in MSPaint or any other program and then post a picture of that. The way you are doing it at the moment doesn't usually yield the best of results. Creating big box-rooms is only useful as the roughest of rough plans.
Draw something out, a top-down view of what your map may look like (try looking in the 'Post your screenshots' thread for an idea of what this may look like.
Then make your room step-by-step. You could begin with the ready-room (god I wish I had), or begin with just a simple corridor or just about any part of your map. Give it a rough architecture, it doesn't have to be too detailed, but should be enough for you to recognise it from any other part of the level.
Then move onto another area, and repeat.
You can choose to light and detail every area before moving on or just create a rough layout in 3D (for example if it's a generic Cargo Bay maybe put some crates in it). However I would leave it as a simple room until you understand yourself and have shown to us how much of an area it takes up.
We cannot give much feedback on the size of rooms if there is nothing telling us how big it is. At the moment the wireframe views you have posted don't tell us how big each room is in relation to the player. It is best to give in-game views (1st person views) so that we can see how big a room/corridor/liftshaft is.
Other mappers may disagree with the "make a basic room then move on" style of mapping, but they are usually the ones with enough experience to know exactly what needs to be done. For a 1st-time mapper I suggest getting the basics down before moving onto lighting and particle systems.
If you want I'll be happy to send you a message in Castillian if you don't understand English too well (that is if you prefer).
MM... do you have MSN? If I could actually explore the .rmf it'd greatly help me help you (I'm one of those people that HAS to be able to manuver the level to help... lol) and I could also show you before and after shots of how you could potentially alter the level to make it better. You have a very nice LAYOUT already, now it's time to add in the goods!
<!--QuoteBegin--[Kobayashi]-+Sep 28 2004, 01:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Sep 28 2004, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Carioca, draw out a plan in MSPaint or any other program and then post a picture of that. The way you are doing it at the moment doesn't usually yield the best of results. Creating big box-rooms is only useful as the roughest of rough plans.
Draw something out, a top-down view of what your map may look like (try looking in the 'Post your screenshots' thread for an idea of what this may look like.
Then make your room step-by-step. You could begin with the ready-room (god I wish I had), or begin with just a simple corridor or just about any part of your map. Give it a rough architecture, it doesn't have to be too detailed, but should be enough for you to recognise it from any other part of the level.
Then move onto another area, and repeat.
You can choose to light and detail every area before moving on or just create a rough layout in 3D (for example if it's a generic Cargo Bay maybe put some crates in it). However I would leave it as a simple room until you understand yourself and have shown to us how much of an area it takes up.
We cannot give much feedback on the size of rooms if there is nothing telling us how big it is. At the moment the wireframe views you have posted don't tell us how big each room is in relation to the player. It is best to give in-game views (1st person views) so that we can see how big a room/corridor/liftshaft is.
Other mappers may disagree with the "make a basic room then move on" style of mapping, but they are usually the ones with enough experience to know exactly what needs to be done. For a 1st-time mapper I suggest getting the basics down before moving onto lighting and particle systems.
If you want I'll be happy to send you a message in Castillian if you don't understand English too well (that is if you prefer). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i tryed to post a plan but the ppl doesnt wait me post the inside game pictures and close the topic called ns_reource.
the in game shots is the first posts.
the ideias for start from readyrrom are good i will try.
make sections are good idea but i like to put the hull and then start work over it like modeling a jar.
i can understand u but i cant write well yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
<!--QuoteBegin-KungFuDiscoMonkey+Sep 28 2004, 08:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 28 2004, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hollow and Carve are both really bad tools to use if you don't know what you're doing since they tend to split things up in a really poor manor. It is a lot better to do the same brushwork by hand using the primatives and clip too.
<a href='http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=mapping' target='_blank'>http://collective.valve-erc.com/index.php?...ategory=mapping</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i read somee tutorias said use the vertex tool to model the brushes u had better works.
err thanks for the tutorias i will read.
the ns_altair could have more light and remove that abyssis in the hive and i like the nice water secret room.
how me does that showing in th end of the game the credits?
<!--QuoteBegin-BulletHead+Sep 28 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 28 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MM... do you have MSN? If I could actually explore the .rmf it'd greatly help me help you (I'm one of those people that HAS to be able to manuver the level to help... lol) and I could also show you before and after shots of how you could potentially alter the level to make it better. You have a very nice LAYOUT already, now it's time to add in the goods!
Bring on da brownies! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> folkbaco@hotmail.com
Comments
He's not new >_>
im felling better and the my abilites i study amping some months and stop. now i return and wanna keep making and training.
Carioca, it's a better first attempt than some that i've seen, but your inexperience does show in your map. Regardless of how good the map is or isn't, I appreciate your taking the time to post it here.
Now that you're learning the basics of Hammer, it's time to go through the threads in this forum and study and learn about style so you can make a map that looks good, because most people don't care about anything else.
I, for one, and hopefully many others here, will be more than happy to give you CONSTRUCTIVE criticism on any screenshots you post, but I have to admit that there isn't much we can do with this map.
thank u to offer help.
He's brazilian, so you have to use portuguese, not spanish.
And that text sounds like an online translator anyways. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Kobayashi got shot down! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1. Mendasp: I chose to write in Castillian because it is patently obvious that he cannot write or understand English very well. As I don't know Portuguese well enough to write it competently, (for this language I <i>would</i> need an online translator) I chose Castillian. I thought that if he read something in 'Spanish', albeit that he seems to have strong feelings against it, he might just get the message.
2. Mendasp: Online translator my a**. Maybe I should quit my UNIVERSITY DEGREE in MODERN EUROPEAN LANGUAGES because you could teach me 'Spanish' for half the price I'm sure. Don't worry I've been asked not to write in foreign languages on the forums so you won't be seeing any of my 'online translator'-abetted language skills in the future.
3. Mendasp: The language I was writing in is called Castillian, not Spanish. There are languages in Spanish regions which have been given equal legal status with Castillian, such as Catalan and Euskera, and are used in both schools and for legal purposes (ie laws).
4. Tequila: Get off the bandwagon.
P.S. While your at it guys, tell me what it's like to crash and burn because I've never had the pleasure...
now i will work in the water hive and share the dinner and the restrooms.
Like Zyndrome said, read some more tutorials and certainly DON'T use hollow and carve.
Edit: Just to help you out
<a href='http://www.vlatitude.com/tutorials.php' target='_blank'>http://www.vlatitude.com/tutorials.php</a>
<a href='http://articles.thewavelength.net/section/9/' target='_blank'>http://articles.thewavelength.net/section/9/</a>
<a href='http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=mapping' target='_blank'>http://collective.valve-erc.com/index.php?...ategory=mapping</a>
Eh? Who said this was a fun map? (To my knowledge Carioca hasn't.) And anyway, loads of people make fun maps for clans and stuff. Shh.
On topic - Keep up the hard work, I bet it's hard being a new mapper and having to speak a new language aswell <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Draw something out, a top-down view of what your map may look like (try looking in the 'Post your screenshots' thread for an idea of what this may look like.
Then make your room step-by-step. You could begin with the ready-room (god I wish I had), or begin with just a simple corridor or just about any part of your map. Give it a rough architecture, it doesn't have to be too detailed, but should be enough for you to recognise it from any other part of the level.
Then move onto another area, and repeat.
You can choose to light and detail every area before moving on or just create a rough layout in 3D (for example if it's a generic Cargo Bay maybe put some crates in it). However I would leave it as a simple room until you understand yourself and have shown to us how much of an area it takes up.
We cannot give much feedback on the size of rooms if there is nothing telling us how big it is. At the moment the wireframe views you have posted don't tell us how big each room is in relation to the player. It is best to give in-game views (1st person views) so that we can see how big a room/corridor/liftshaft is.
Other mappers may disagree with the "make a basic room then move on" style of mapping, but they are usually the ones with enough experience to know exactly what needs to be done. For a 1st-time mapper I suggest getting the basics down before moving onto lighting and particle systems.
If you want I'll be happy to send you a message in Castillian if you don't understand English too well (that is if you prefer).
Bring on da brownies!
Draw something out, a top-down view of what your map may look like (try looking in the 'Post your screenshots' thread for an idea of what this may look like.
Then make your room step-by-step. You could begin with the ready-room (god I wish I had), or begin with just a simple corridor or just about any part of your map. Give it a rough architecture, it doesn't have to be too detailed, but should be enough for you to recognise it from any other part of the level.
Then move onto another area, and repeat.
You can choose to light and detail every area before moving on or just create a rough layout in 3D (for example if it's a generic Cargo Bay maybe put some crates in it). However I would leave it as a simple room until you understand yourself and have shown to us how much of an area it takes up.
We cannot give much feedback on the size of rooms if there is nothing telling us how big it is. At the moment the wireframe views you have posted don't tell us how big each room is in relation to the player. It is best to give in-game views (1st person views) so that we can see how big a room/corridor/liftshaft is.
Other mappers may disagree with the "make a basic room then move on" style of mapping, but they are usually the ones with enough experience to know exactly what needs to be done. For a 1st-time mapper I suggest getting the basics down before moving onto lighting and particle systems.
If you want I'll be happy to send you a message in Castillian if you don't understand English too well (that is if you prefer). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i tryed to post a plan but the ppl doesnt wait me post the inside game pictures and close the topic called ns_reource.
the in game shots is the first posts.
the ideias for start from readyrrom are good i will try.
make sections are good idea but i like to put the hull and then start work over it like modeling a jar.
i can understand u but i cant write well yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
Edit: Just to help you out
<a href='http://www.vlatitude.com/tutorials.php' target='_blank'>http://www.vlatitude.com/tutorials.php</a>
<a href='http://articles.thewavelength.net/section/9/' target='_blank'>http://articles.thewavelength.net/section/9/</a>
<a href='http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=mapping' target='_blank'>http://collective.valve-erc.com/index.php?...ategory=mapping</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i read somee tutorias said use the vertex tool to model the brushes u had better works.
err thanks for the tutorias i will read.
the ns_altair could have more light and remove that abyssis in the hive and i like the nice water secret room.
how me does that showing in th end of the game the credits?
Bring on da brownies! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
folkbaco@hotmail.com
thanks align
it can't be it doesn't look like anyone else's work
it can't be it doesn't look like anyone else's work <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
excellent point sir.
(not to be taken seriously)