The Real Behind the Scenes thread

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cornontheCoD
150 Posts
Posted Jun 22, 2008
I though it would be interesting to hear what some people scrapped from their maps, or had an idea for, but never implemented into their map.

Basically this thread is like a "making of" where the poster talks about some of their mapping experiences, stories of mapping, scrapped ideas, etc.

edit: if this is should be in general discussion, go ahead and move it

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taco
504 Posts
Posted Jun 23, 2008
Replied 42 minutes later
I scrap all kinds of stuff all the time -and that's on top of a lot of careful planning.

Recent example of a large scraping:
I have been working on finishing up Tunneling Chamber 02 this last week (will hopefully be done sooner than later) and one puzzle required the use of a fling-pit and so, I built a complex pit with ~30 steps on pistons (alternating 1 piston, 2 pistons).

Then I played the puzzle a few times and decided that I didn't like the way the walls above the pit looked (because of how large the pit needed to be to accommodate the steps) so I deleted the pit and built a new one that takes up about a quarter of the space and 1/7 the brushes - I went from over 700 brushes in that room, to just over 100.

I also have a number of puzzles that were going to be used in maps but just didn't fit. They are now sitting in separate files waiting to be used... someday.

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Remmiz
631 Posts
Posted Jun 23, 2008
Replied 12 hours later
Way too many things. Each of my puzzles probably go through 4 different versions before settling on a final one.
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reepblue
894 Posts
Posted Jun 23, 2008
Replied 1 hour later
My Box Catcher is still in works and it already went though 4 changes. from what I put in it and the sound. I added a trigger so if the player does not put in the box, but something else, the object will be killed. However, I want it to fizzle....

I made a map once on how you had to open a door, two buttons, and one box. You had to fit a box under a tight area where there was one of the buttons and you ad to flip a switch to make a piller come down tightly to the other button. however, Source's graphics came in to place and it was like "No Way!". I forgot how it reacted but it did not go as planned. It was in my second month of mapping.

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Doomsday192
371 Posts
Posted Jun 23, 2008
Replied 10 minutes later

reepblue wrote:
I added a trigger so if the player does not put in the box, but something else, the object will be killed. However, I want it to fizzle....

you can fix that by putting a trigger_portal_cleanser with a filter name that skips the box object and the player

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Duffers
474 Posts
Posted Jun 23, 2008
Replied 7 minutes later
I never scrap, scrapping is a waste of time. I work with the mistake and try to work it into something new.
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Remmiz
631 Posts
Posted Jun 23, 2008
Replied 24 minutes later

Duffedwaffe wrote:
I never scrap, scrapping is a waste of time. I work with the mistake and try to work it into something new.

Much to learn young one. There is never wasted time in mapping, only experiences and learning.

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youme
937 Posts
Posted Jun 23, 2008
Replied 3 minutes later

Duffedwaffe wrote:
I never scrap, scrapping is a waste of time. I work with the mistake and try to work it into something new.

Bad practice right there. Sure scrapping something every time it goes wrong is stupid and even worse practice but every now and then you have to admit defeat and accept that what you've made is a pile of crap.

I've redesigned I think 3 or 4 complete TS13 levels and I completely rebuild half of one of my TF2 maps because it was just terrible.

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Hurricaaane
189 Posts
Posted Jun 23, 2008
Replied 12 minutes later
I tried to implement the concept of door haxing, where you putting a portal under 2 closed doors is a key goal for the puzzle, after a training level for that technique.
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Doomsday192
371 Posts
Posted Jun 23, 2008
Replied 1 hour later
im scrapping the first 2 chambers of omega, in favor of some a bit more complex, like chamber 3
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cornontheCoD
150 Posts
Posted Jun 23, 2008
Replied 2 hours later

Doomsday192 wrote:
im scrapping the first 2 chambers of omega, in favor of some a bit more complex, like chamber 3

I sure hope you're at least keeping the cool non-puzzle parts from the intro you uploaded (the wake-up parts)

I started a map called "caged-in" awhile ago, but it never really got anywhere. basically it was going to have a lot of puzzles using the cage/grate texture. I thought it was a cool concept because you cant walk through it, but you can shoot portals through it. I scrapped it partly because it was so disorienting because of the grate textures.

also, we can talk about these things also:
.regrets(things you wish you could've put in your map, but didnt)
.things you wanted to put in but couldnt because hammer couldnt do it
.reasoning for the name of your map(s)

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Doomsday192
371 Posts
Posted Jun 23, 2008
Replied 23 minutes later

cornontheCoD wrote:
:shock: I sure hope you're at least keeping the cool non-puzzle parts from the intro you uploaded (the wake-up parts)

no no, just the first 2 normal chambers will be scrapped(which were in one map)

chamber 2 will be a forcefield training level, since it was just introduced out of nowhere in chamber 3