recently, I've noticed there's been a lot of newbies here on TWP (yes, including me if you want to still consider me one). I was thinking of making this into a thread that lists out all the "general rules" to portal mapping, that are not in other tutorials, such as standardized brush sizes/powers of 2. I had never heard of that until someone on a message board told me about it. This list will mostly be of things to put in your map before releasing, such as lighting and cubemaps. It would not be a tutorial, just a sort of checklist for newbies so that they know when their map is at least a WIP.
I know that there are probably people on this site that don't like newbies coming here, and that they should use interlopers, etc. well, we can either deny that there are more and more newbies coming here, or we can start them off in the right direction, and hopefully stop them from spamming questions(like I did)
. I hate seeing mappers make the same mistakes I did, and I cringe everytime I think "I could have told them not to do that."
I'm no expert, but the community here could add to the list and maybe we could get it stickied?
I wanted to ask before I wrote up a huge list. If you don't like the idea, then go ahead and lock the thread
List starts here
Lighting
1. Lighting is a must in final releases, and should probably be in the WIP
2. HDR lighting is optional, but it makes your map look much better
Brushes
1. Try to make them standardized sizes. this means that they need to be sizes of powers of 2. Link:
http://www.newdream.net/~sage/old/numbers/pow2.htm
if it is not an option, at least try to do what doomsday said, make them sizes of every 32 units
Misc.
1) Map be fun
2) Map not be surf map
3) Map have info_playerstart
4) Map have walls, ceiling, and floor
5) if it is a standard Chamber map, it should have a beginning elevator and an ending one
ricotez's tip: It is advised by me to have at least 1 gigabyte of RAM when mapping. 512 mb will soon make Hammer act weird, especially if your map grows bigger and your undo's are becoming more and bigger. Though it is possible to map with only 512 mb of RAM, it will be difficult and irritating. That is my finding with Hammer.
Even 1 gigabyte is slightly low, as Hammer will still act weird after some time. The lowest ammount I have found to work under any condition (for Portal) is 1.5 gigabyte.
With "weird" I mean constantly getting warning messages, and if you click on anything in the 3D-view, Hammer will start moving all your brushes around. That's a sign of low RAM, at least for me.
Please note that this only counts for Portal. I have no idea about Half-Life 2 and CS:S, since I have never mapped for them, and Team Fortress 2 acts weird after a while even with 1.5 gigabyte.
The best would be 2 gigabytes, probably. But certainly not less than 1 gigabyte. Of course I know that most mappers and gamers have powerhouse-pc's nowadays, but probably new and upcoming mappers don't, so it is usefull for them to know this. It has nothing to do with mapping itself, but more with Hammer's functionality.


