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Clean mapping guide.

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lpfreaky90 wrote:
BenVlodgi wrote:
Looks good, bassically how I do it... I know where you got using the bussley texture from ;)

I Figure it would help if I post my checklist for clean maps
<<long checklist>>

Yes, the bullseye texture was your idea :thumbup:
I used to use another texture for it but the bullseye looks really clean!

I mostly agree with your checklist; though I don't think an observation room is required in every room.

True story, for back-stock though most rooms look better with the nice lighting they give off. but you are correct, not always needed :D



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

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Bayleaf wrote:
stuff about mapping.

My method right here.

I think should do one, but for underground or Portal themed maps.

Bayleaf wrote:
stuff about mapping.

You are mostly right: you're using dev textures; this is common with other source games but since the blocky nature of most portal 2 textures another texture is also just as fine.

Your strategy for creating walls, floors and ceilings is most likely more efficient. And when I started this guide I knew I'd get at least one reaction like this. The main advantage of this method though is that people start to think in bigger blocks ad that they easily see that their textures are misaligned. A final advantage is that by using 128x128 textures It's easier to actually make all your textures fitting. The main point of my strategy is to get people more aware of how blocks can influence the final texturing and that a 128x128 block (either a separate brush or part of a bigger brush) is often the best choice.

About the dark/light metal thing: After seeing your pictures I guess I have to agree that light metal indeed looks better. I will change this!

lpfreaky90 wrote:
Bayleaf wrote:
stuff about mapping.

You are mostly right: you're using dev textures; this is common with other source games but since the blocky nature of most portal 2 textures another texture is also just as fine.

Your strategy for creating walls, floors and ceilings is most likely more efficient. And when I started this guide I knew I'd get at least one reaction like this. The main advantage of this method though is that people start to think in bigger blocks ad that they easily see that their textures are misaligned. A final advantage is that by using 128x128 textures It's easier to actually make all your textures fitting. The main point of my strategy is to get people more aware of how blocks can influence the final texturing and that a 128x128 block (either a separate brush or part of a bigger brush) is often the best choice.

About the dark/light metal thing: After seeing your pictures I guess I have to agree that light metal indeed looks better. I will change this!

If the player can't see misaligned textures, maybe they should get glasses. They're glaringly obvious not only in the editor but in the game too. Another advantage to my method is that the player isn't restricted by 128x128 blocks, they can also use 32 unit blocks to add in small panels. Newbie mappers should start out with the proper techniques that way when they become more experienced they already know these things and won't have to switch over. You don't train a dog by tying string to their hands and animating them like puppets, contrawise you don't train a mapper by making mapping moron proof.

Always aim for minimal brushes, it makes your maps streamlined and more compatible. A solution to a problems isn't always the easiest one. Mapping has always been a long process and in order to produce quality maps you must fuss over every detail to make your maps perfect. If a test is prone to glitching, fix it or scrap it. That's what separates the good maps from the great maps.

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Bayleaf wrote:
lpfreaky90 wrote:
Bayleaf wrote:
stuff about mapping.

You are mostly right: you're using dev textures; this is common with other source games but since the blocky nature of most portal 2 textures another texture is also just as fine.

Your strategy for creating walls, floors and ceilings is most likely more efficient. And when I started this guide I knew I'd get at least one reaction like this. The main advantage of this method though is that people start to think in bigger blocks ad that they easily see that their textures are misaligned. A final advantage is that by using 128x128 textures It's easier to actually make all your textures fitting. The main point of my strategy is to get people more aware of how blocks can influence the final texturing and that a 128x128 block (either a separate brush or part of a bigger brush) is often the best choice.

About the dark/light metal thing: After seeing your pictures I guess I have to agree that light metal indeed looks better. I will change this!

If the player can't see misaligned textures, maybe they should get glasses. They're glaringly obvious not only in the editor but in the game too. Another advantage to my method is that the player isn't restricted by 128x128 blocks, they can also use 32 unit blocks to add in small panels. Newbie mappers should start out with the proper techniques that way when they become more experienced they already know these things and won't have to switch over. You don't train a dog by tying string to their hands and animating them like puppets, contrawise you don't train a mapper by making mapping moron proof.

Always aim for minimal brushes, it makes your maps streamlined and more compatible. A solution to a problems isn't always the easiest one. Mapping has always been a long process and in order to produce quality maps you must fuss over every detail to make your maps perfect. If a test is prone to glitching, fix it or scrap it. That's what separates the good maps from the great maps.

Glados would like to have her say about that post. :lol:

anyway, I noticed that these tutorials are only showing textures for clean aperture. are the methods the same for wheatley/destroyed labs?

My YouTube Channel: https://www.youtube.com/user/Camben24
Aperture Science: We do our science asbestos we can!
CamBen wrote:
I noticed that these tutorials are only showing textures for clean aperture. are the methods the same for wheatley/destroyed labs?

To do the wheatley/destroyed style, you should always map your map first in the manner that LP, or Ballie have mentioned. make your chamber a good clean chamber, then destroy it as added detail. It depends on how much you want destroyed, if your chamber contains a toxic pit, then that it usually replaced with an infinite fall into the bts. the bts consists of the framework, other chambers, tubes with stuff going through them and stuff like that. walls can be smashed in. The best thing you can do is to go through VALVe's maps and see what they did, see what entities they used.
Make sure you are familiar with optimization before you venture to this style, really any style.



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps
BenVlodgi wrote:
The best thing you can do is to go through VALVe's maps and see what they did, see what entities they used.

You should do this sparingly, its good to get ideas, but noone wants to see exact copies.

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
iWork925 wrote:
BenVlodgi wrote:
The best thing you can do is to go through VALVe's maps and see what they did, see what entities they used.

You should do this sparingly, its good to get ideas, but noone wants to see exact copies.

As long as you're not ctrl+c, ctrl+ving you should be fine. BTS chambers tend to be very unique in terms of different ways you can detail them. I'm going to try making a BTS tutorial and post it here.

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Bayleaf wrote:
As long as you're not ctrl+c, ctrl+ving you should be fine. BTS chambers tend to be very unique in terms of different ways you can detail them. I'm going to try making a BTS tutorial and post it here.

I'd suggest you to create own topic, I wouldn't be so happy if someone else is posting tutorials to my topic.

The Corrupted - 1st place winner of the ThinkingWithPortals.com mapping contest 2012 !!
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