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Valve are terrible mappers

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chickenmobile wrote:
I decompiled most of their work for Portal 2 and noticed how HORRIBLE IT IS.

sorry for going a little off topic but how did you decompile valve maps (bsp files)?

dhavalmistry wrote:
chickenmobile wrote:
I decompiled most of their work for Portal 2 and noticed how HORRIBLE IT IS.

sorry for going a little off topic but how did you decompile valve maps (bsp files)?

BSPSource.

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WinstonSmith wrote:

Thanks! :)

raulness wrote:
...In the end, if a good mapper consists of only someone who obsesses over perfect[ion]....

This is one of the main reasons I am a terrible mapper. I often (read: occasionally) come up with a good idea. And am pretty good at structural drafting... but in the end, I'm too much of a perfectionist to ever finish a project... I get far enough to make it look pretty decent, then start obsessing over some of the stupidest shit, realize I wasted hours (days (more)) and made no progress, get tired, and procrastinatory, and give up.

TRUE mappers. (Read: The bad ass ones). Are more "artists" than real drafters... They realize that a bit of imperfection makes it perfect.

That's not me. I'm more of a craftsman, than an artist. Which is why you don't see any of my shit in the WIP or RELEASED :-/

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raulness wrote:
...In the end, if a good mapper consists of only someone who obsesses over perfect[ion]....

I am not a prefectionist, I am a playtesterist. If it works, it's uploaded. If textures look like crap, I'll fix it. If people want something better, I'll make something new that's better.

Whoa, I think I had a Cave moment. :notwant:

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[spoiler]Maps:
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Aperture Aquatic Testing Center
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Aperture Time Testing Center
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ML's Halloween Treat
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ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]
rellikpd wrote:
raulness wrote:
...In the end, if a good mapper consists of only someone who obsesses over perfect[ion]....

This is one of the main reasons I am a terrible mapper. I often (read: occasionally) come up with a good idea. And am pretty good at structural drafting... but in the end, I'm too much of a perfectionist to ever finish a project... I get far enough to make it look pretty decent, then start obsessing over some of the stupidest shit, realize I wasted hours (days (more)) and made no progress, get tired, and procrastinatory, and give up.

TRUE mappers. (Read: The bad ass ones). Are more "artists" than real drafters... They realize that a bit of imperfection makes it perfect.

That's not me. I'm more of a craftsman, than an artist. Which is why you don't see any of my shit in the WIP or RELEASED :-/

That said, I don't think it makes you a terrible mapper either. If you were in a mod team, you'd be the perfect guy to turn to, to add the finishing touches to a map. In fact, I'm sure all you need is a little motivation from a team or a mapping partner to keep going. I'm the same way as you are (I also never end up uploading my maps).

rellikpd wrote:
raulness wrote:
...In the end, if a good mapper consists of only someone who obsesses over perfect[ion]....

This is one of the main reasons I am a terrible mapper. I often (read: occasionally) come up with a good idea. And am pretty good at structural drafting... but in the end, I'm too much of a perfectionist to ever finish a project...

By nature I am a perfectionist. At work people go wtf are you a machine? because I make everything as perfect as I can get it.

I still do release my maps but I have to be legitimately satisfied with the result. My latest deathmatch map took me about a 6 month time period to make and most people absolutely love it! Personally I think that some things in it are so crap :S so why'd they like it?

I think what you need is to make yourself stop obsessing and just get it to work and look decent. It doesn't matter if some of the lighting is bad, or a bit of the brushwork is messy. It is guaranteed someone will like it, even if you only put a little bit of effort into making it. That's why it is so important to get someone else to have a look at it sometime during the making process. That way you can figure out what aspects you can keep, and what you can improve without overdoing it.

As for drafting ideas and layouts I believe that it is necessary. EVERY project I have come up with has some kind of drawing or documentation inside my VAPD or in a .psd file on the computer.
If you come up with a good idea, write it down for goodness sake! Good chance you won't get the same great idea back again. Or even share it to someone you know who will use it! I thank a lot of the people here who have had trouble with some sort of aspect in hammer to give me ideas or inspiration.

?????????????????????????????TWP Releases | My Workshop
raulness wrote:
From what I understand, Valve is made up of 50~ employees

Oh dear god that is so wrong it hurts.

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Ever heard of bob the aperture engineer. It's in the developer commentary node somewhere in the second

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. If you haven't go listen to it. Or watch a video of it if there is any.

I am one who is obsessed with detail, sometiems even going past the optimization flow to make something pretty, which as everyone knows is very, very bad. If it runs bad it doesn't matter how pretty it is; it runs bad. I have had to learn to curb my too-high-detail habits, but it doesn't help when people notice it ("Hey this wall looks a little bare compared to your other maps..") and then I go into a detail rage and detail it.

It's gonna take me some time to find a balance, but I'll do it.

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