stupid question but..

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pestchamber
614 Posts
Posted May 16, 2008
is there a tut on how to make my maps look like something valve made? you know giving tips and how to design some of the things...
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rellikpd
1,053 Posts
Posted May 16, 2008
Replied 37 minutes later
not just ONE tutorial. but if you follow alot of these tutorials and use prefabs. and just play the retail maps (ALOT) you will eventually start Thinking With Valve... also. since you haven't even played some of the advanced chambers i would say you need to play more portal
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bizob
186 Posts
Posted May 16, 2008
Replied 4 hours later

rellikpd wrote:
not just ONE tutorial. but if you follow alot of these tutorials and use prefabs. and just play the retail maps (ALOT) you will eventually start Thinking With Valve... also. since you haven't even played some of the advanced chambers i would say you need to play more portal

Excellent point. I lost count of how many times I've played the retail maps, well not really played, more like wandered around looking at how Valve did it.

I'm not really sure what you mean by "look like something valve made" but a lot of what makes a map look "polished" is knowing how to use lighting and cube maps. I plan on reading up more on both of these, as I still have a lot to learn.

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Fusion
77 Posts
Posted May 16, 2008
Replied 40 minutes later
COUGHuse vmex. Sorry my cold is quite bad.
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msleeper
4,095 Posts
Member
Posted May 16, 2008
Replied 3 minutes later
The question was how to make something that looks like Valve's work, not how to steal Valve's work.
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Fusion
77 Posts
Posted May 16, 2008
Replied 4 minutes later
It's not stealing if you don't actually copy and paste anything over. You can just use it as a reference. We're trying to make something look like Valve's work here so why can't we learn from the masters?
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rellikpd
1,053 Posts
Posted May 16, 2008
Replied 22 minutes later
off of vmex. its been covered a million times. i personally prefer to do shit myself anyway. but yes even i break open the maps and look at them, just to get an idea for something that i wasn't sure of in the first place. but actually have only used the included "reference" map. (test chamber 5 i think it is) anyway. i've played portal ALOT. i mean alot. and its not just about doing things the way they did them. alot of the best maps probly only slightly resemble valve's (when compared in hammer) but they are just as good (if not better) its more about dedication to your product, to your baby, see Hurricaaane's Logic Portals those things only slightly resemble valve's maps. but they are great. there are many that i could think up but i'm to lazy right now to look up the url links.. so since i never half ass things you can check out Mapster's stuff, Duffedwaffe's stuff etc etc. these are both two more good examples of people who map in the valve style but obviously not following the valve [Religious Doctorine Literature Name Here]

anyway. the main thing is to get an idea of what you want your puzzles and map structure/pacing to follow. the look/design comes later. many people map in a different way, but i believe that those that make great maps (see the 3 listed above) are more concerned with the map being playable and THEN looking good; i'm to much of a perfectionist, which is why i haven't taken it upon myself to really start a mapping project yet, cuz i spend to much time making each room look perfect before i move on to the next, instead of making the game playble and THEN make it look good.

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taco
504 Posts
Posted May 16, 2008
Replied 1 hour later
Just look at the portal maps a lot and try to figure out a set of design rules based on what you see.

Try to figure out the hard rules, the soft rules, and everything in between.

**Examples: **
- Floor textures are for the floors only.
- Wall textures are for the walls AND ceilings.
- Rooms that are mostly metallic tend to have white lighting.
- Rooms that are mostly portable tend to have blue lighting.
- There is an emancipation grid in front of end elevators, but not start elevators.
- Modular walls usually have smaller squares by the floor and larger squares by the ceiling.
- Etc.

If you want to make your map look like a valve map, it is important that you know what a valve map looks like.

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bizob
186 Posts
Posted May 17, 2008
Replied 36 minutes later

taco wrote:
If you want to make your map look like a valve map, it is important that you know what a valve map looks like.

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Nameless
34 Posts
Posted May 17, 2008
Replied 1 hour later
I think I reached a comprimise with myself, instead of make each detailed room one at a time, or making the whole map and then adding detail. I make all the rooms and puzzles with a moderate amount of detail, some of the important lighting, key aspects of the detail but all the parts that are there just to make it look good (overlays, observation room props, glados nagging, etc) are left until the end.

Basicly I work on making all the unique parts first (the most important) including the puzzles (which should be unique) to make sure they play well then I pretty it up. We'll see how this works out soon with my current project

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pestchamber
614 Posts
Posted May 17, 2008
Replied 2 hours later

rellikpd wrote:
since you haven't even played some of the advanced chambers

FAIL. i completed them yesterday

when i wrote that i havent played the advanced chamber 17 i had completed the advanced chamber 13 and 14

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rellikpd
1,053 Posts
Posted May 17, 2008
Replied 1 hour later

pestchamber wrote:
FAIL. i completed them yesterday

you completed them YESTERDAY zomg look out! but seriously. have you beaten all the challenges yet? have you played and beaten THESE yet? now its not like you have to be challenge/advanced challenge obsessed to release a good map. (mapster released his first one like right after portal hit the shelves) but the point we (taco, bizob and myself) are making is you really have to spend time in the valve world to get a good feel for how to make your maps look like theirs (without flat out ripping them off)

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MrTwoVideoCards
584 Posts
Posted May 17, 2008
Replied 10 hours later
To be simple and plain: I takes Years of experience to make a map look like it came from valve. Not only that, but you need to practically Live inside Portal.
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Doomsday192
371 Posts
Posted May 17, 2008
Replied 2 hours later
I live inside a portal, does that count?
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bizob
186 Posts
Posted May 17, 2008
Replied 5 hours later

Doomsday192 wrote:
I live inside a portal, does that count?

For the sake of this discussion only, yes. ;p

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Hober
1,180 Posts
Posted May 18, 2008
Replied 3 hours later

Thread title wrote:
Stupid question, but...

Doomsday192 wrote:
I live inside a portal, does that count?

I report, you decide.