Source mapping section


Propaganda
09-09-2005, 08:08 AM
Is there anyway now we could get a seperate section for Source:mapping, seeings how source is going to be out soon and alot of folks are working on source stuff only now. It might help simplify the mapping section if old school and source stuff were kept seperate.

travis
09-09-2005, 08:11 AM
I dont see it needed tbh, most people will now map for dod:s and you know if people need help all it would take is for them to say they are mapping on hl1 or 2 :P mapping forums have been a ghost town at times and this might worsen the effect.

josh_u[RR]
09-09-2005, 08:30 AM
Originally posted by travis
I dont see it needed tbh, most people will now map for dod:s and you know if people need help all it would take is for them to say they are mapping on hl1 or 2 :P mapping forums have been a ghost town at times and this might worsen the effect.

agreed. pretty much anybody that could help a new hl1 mapper will be mapping in source, so he'd just be hitting the source forum anyway looking for the help. maybe you could just put [hl1] or [source] in the subject line to make sure people know what you are asking about.

Propaganda
09-09-2005, 08:39 AM
Originally posted by travis
mapping forums have been a ghost town at times and this might worsen the effect.

I think once we have the full dod source sdk that will all change.

TheSurgeon
09-09-2005, 08:45 AM
Originally posted by Propaganda
I think once we have the full dod source sdk that will all change.

especially since in some ways it's actually easier to map for source. it is a lot harder to make decent maps since you need a lot more detail instead of one flat texture on a cube for a house, but there are less limits (eg textures, models, map size etc), and you don't have to set it all up to import .wads, load the models and whatever else. plus i think a lot of people just don't bother mapping for 1.3 much these days because it's so old and limited.

but i doubt there'll be much 1.3 mapping going on once source is here. just a [1.3] or [Source] tag in thread names should do, instead of a whole forum for source.

travis
09-09-2005, 09:16 AM
90% of the topics made by people with brains will be easily told apart anyways,

josh_u[RR]
09-09-2005, 09:55 AM
Originally posted by travis
90% of the topics made by people with brains will be easily told apart anyways,

d'oh! 10%er! guess I'll have to try harder!

Propaganda
09-09-2005, 11:11 AM
I ported some of my maps to source but you know, it takes a load of work to utilize the new hammer to make it look decent. I mean sure the brushwork is there, but alot of the entities are obselete. I think in some ways it's easier just to start from scratch on a source map.

haircut
09-11-2005, 04:18 AM
Yea Propaganda ... from my own maps I've looked at it all depends on the buildings and road sizes.

My old maps stink and are really difficult to convert, you know ... basic wall size should be 128/256 units and not some obscure size I used to make the wall fit the gap.


I'm looking at dod_sampol now ... wow, what a mess :kitty:

Propaganda
09-11-2005, 01:19 PM
Yeah I ported thaw in and thought "gee I will whip this up quick", then I ran into vvis problems and other odd issues, even though I deleted all the old entities. Then I looked at the roads and figured they will look like :donrluvs::donrluvs::donrluvs::donrluvs:, so I started redoing them with displacement mapping, then I pretty much scrapped the whole thing and am going from scratch. Sampols a good map, would play well in source, we played it the other night in an SLDL match. The main street with displacement mapping would look sick, especially for the deep crates with water in them.

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