HL2/CS:S prefab mapping project
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Dr. kitteny berk
- Morbo

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HL2/CS:S prefab mapping project
**EDIT** This idea mostly scrapped now.
my thoughts are to basically aim to build a lot of the common sights in the UK - not as maps as such, but as prefab buildings to save people effort when mapping.
the idea is to go for crummy old high rise council flats, warehouses, old factory style buildings, terrace houses, council estate style houses (concrete prefab things, all the same) nasty new houses. also shops (both corner and high-street) and suchlike.
all of the things you see day to day going through life in the UK, right now.
none of the futuristic crap, just as we see, day in, day out.
now the difference with this lot is that the buildings etc would need to be workable, so rather than a building being scenery, each and every last part of the building should be accessable, lighting should be appropriate, doors working, etc. etc. *but* stuff like spawn points etc would not need to go in, the aim is to make a large amount of content that can be copied and pasted into maps later on.
though, there *may* be some issues, i'm unsure how much the source engine can sustain like this.
Either way, if anyone fancies trying this. woo!
mapping skill/experience isn't needed, if you want to learn, this could work out a good fun project.
possibly if it goes well, we could work on a mod of sorts later on.
any thoughts?
my thoughts are to basically aim to build a lot of the common sights in the UK - not as maps as such, but as prefab buildings to save people effort when mapping.
the idea is to go for crummy old high rise council flats, warehouses, old factory style buildings, terrace houses, council estate style houses (concrete prefab things, all the same) nasty new houses. also shops (both corner and high-street) and suchlike.
all of the things you see day to day going through life in the UK, right now.
none of the futuristic crap, just as we see, day in, day out.
now the difference with this lot is that the buildings etc would need to be workable, so rather than a building being scenery, each and every last part of the building should be accessable, lighting should be appropriate, doors working, etc. etc. *but* stuff like spawn points etc would not need to go in, the aim is to make a large amount of content that can be copied and pasted into maps later on.
though, there *may* be some issues, i'm unsure how much the source engine can sustain like this.
Either way, if anyone fancies trying this. woo!
mapping skill/experience isn't needed, if you want to learn, this could work out a good fun project.
possibly if it goes well, we could work on a mod of sorts later on.
any thoughts?
Last edited by Dr. kitteny berk on April 25th, 2005, 8:45, edited 2 times in total.
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Dr. kitteny berk
- Morbo

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Woo Elephant Yeah
- Heavy

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I will definitely get involved with this once I get HL2
Quite fancy getting involved with map making, but apparently COD's map maker is an absolute bitch to use, so this should be a good way of learning the tricks of the trade
Could you provide us plebs with any useful guides/instructions/download locations
*orders HL2 at long last*
Quite fancy getting involved with map making, but apparently COD's map maker is an absolute bitch to use, so this should be a good way of learning the tricks of the trade
Could you provide us plebs with any useful guides/instructions/download locations
*orders HL2 at long last*
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Dr. kitteny berk
- Morbo

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Woo Elephant Yeah
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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Woo Elephant Yeah wrote:
Could you provide us plebs with any useful guides/instructions/download locations
i'll get onto sorting a list of linkies, a few home made guides and a few basic demo maps tomorrow
i found http://www.hl2world.com/wiki/index.php/First_CSS_Room to be quite good (hard to decipher in places, but it's what i started with)
along with most of http://www.hl2world.com/wiki/index.php/Main_Page
http://collective.valve-erc.com/ also helpful
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Dr. kitteny berk
- Morbo

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woo!
i've not really thought about this too much yet, but i think the best way to do it will be to work out what needs making, with basic specs for sizes, perhaps sketches of styles, then provide a list for people to pick and choose from (so we get a good range of buildings without having far too many of one thingand none of another)
though, when it comes down to it, it'll be the mapper's choice of how to make something, how to decorate it (if at all)
i've not really thought about this too much yet, but i think the best way to do it will be to work out what needs making, with basic specs for sizes, perhaps sketches of styles, then provide a list for people to pick and choose from (so we get a good range of buildings without having far too many of one thingand none of another)
though, when it comes down to it, it'll be the mapper's choice of how to make something, how to decorate it (if at all)
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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Dr. kitteny berk
- Morbo

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Joose
- Turret

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this sounds like fun, so ive downloaded hammer and will have a go a little later.
I always thought parts of my Uni (Leicester) would make a good map, so I may do something based on that. Then I could introduce you all to the joys of the Paternoster.
Just a thought though, how big a building can source take? I know it could handle 3 or 4 story buildings, but what about 15? 20? 100? When will it start to spack?
I always thought parts of my Uni (Leicester) would make a good map, so I may do something based on that. Then I could introduce you all to the joys of the Paternoster.
Just a thought though, how big a building can source take? I know it could handle 3 or 4 story buildings, but what about 15? 20? 100? When will it start to spack?


