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Newbie Mapping Questions


Insane Anakin

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What are the best ways to make sure your level is low on lag and has good framerates? Before I get hardcore into mapping, I want to know these things. Just a list of five things to always do, or your routine. Also, what's vis-speed or func_speed or whatever? I know it's something that determines lagginess. Thanks in advance.

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Originally posted by Insane Anakin

Yeah, like I said.

 

Can good use of hinties lower your framerate and r_speeds a great deal? Or no, not at all?

 

Hint brushes, if you understand where they need to be placed (it depends eintirely on the design of your map) can do wonders to improve FPS some times. I started using hint brushes about 4 maps ago, and I will not go back. Some save hint brushes until the end, but I use them from the start to get the most bang for the buck. I find that their use early on helps define what you may or may not add later, and how you will add it.

 

- Vorax

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What about an outdoors map that has a few enclosed buildings? Would it be best to put a hint brush on each of the doors?

 

Follow-up question.

 

What is your guys' order of operations for making a map? I know there isn't a concrete formula, but what do you typically do? First, last things? Do you design a map on paper first, or just go crazy?

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Hints may help in the doors, but they may not, it depends on how the doors are made, the angle that the player is approaching the doors and what is directly beyond the door inside the building. Hint brushes are something that you should experiment with, that is really the best way to know if they will help you. Study the results of the experiments and understand the compiler, then you will know if they will help in your particular design.

 

As for order of design. I usually start with some experiments with large blocks, and get a feel for scale and layout. Then I develop a picture, in my head, not on paper, and design towards it. I change things along the way as it makes sense in the map. I never really have a hard, defined design, just loose ideas and a general layout. But that's just me.

 

- Vorax

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Most of the time I start with a VERY ROUGH design in caulked brushes. Then I create a sort of caulk hull around the map, to improve compile times and make hinting easier. After that, I add the detail to my map. Then I hide the detail and do the hinting.

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And it also depends on your timeframe. I am in a small contest for building your map in 1 hour, there I create everything in caulk, texture the faces you can see, quicky insert some lights and items, and it's done :D

 

Am currently at 45 minutes, of which 32 went to brushes, and 13 atm to texturing. Testing and compiling is not included in the hour btw. Gonna take another 5 for finishing up my textures + making sure all my brushes are ok. Then 5 for lighting (yes I know, not much) and then the last 5 minutes for tweaking and adding some brushes with a trim on where the textures don't align = emergency option, but it looks much better. :) No time to align the textures ;)

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