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OCD Mappers

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Am I the only one who aligns everything in a map? I mean, including the invisible entities such as logic_relay and toggle_texture?

I admit I have this little OCD thing going on. All the point entities have to be equal distance from adjacent brushes and entities. All of them have to be at the same height.

Everything on my desk are also perfectly aligned and at 90-degree intervals in their rotation. If anyone touches an object on my desk, I would know about it, because it's misaligned.

I have a ruler for such purpose.

That's one reason you won't see any destroyed chamber style maps from me. The skewed angles just bother me too much. I like everything neat, tidy, and in perfect alignment.

I like your ideals. I will download and play your maps in your sig. I am like this too.

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"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."

**Raises hand slowly**

I do so many of these things. I do align logic/point entities to the grid (and usually next to each other in straight lines) whenever I map. I'm not as obsessive in real life, but I do have a fondness for cleaning things and reorganizing them.

For the record it is a bit comforting that a doctor is a bit of a perfectionist.

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I agree, although, like Winston, it's not really an OCD thing than rather a desire to keep my maps clean and organized. Also, being a programming student has really forced me to organize a lot better no matter what I'm doing.

What really gets me is when people try to use non-quadrilateral/90 degree shapes in their maps, like cylinders or other odd geometry. There's a few exceptions (Old Aperture underground elevator shafts), but most of the time the textures (which were designed for perpendicular walls/ceilings) just look like crap.

I actually have OCPD (it's like OCD, but without the compulsive onnapropriatw thoughts), so every map I make is like this. It's probably the reason why I've never yet finished a map, though I'm getting close. I'm telling you, making neat ramps is a NIGHTMARE (though, as usual, Pythagoras' theorem is useful).

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**Raises hand slowly after WS**

If only I could stop at the point where everything looks reasonable instead of absolutely perfect in my eyes. Though keeping everything absolutely perpendicular is too much work! I have my VAPD currently at 22? with my pen on it at 15?. Drawing tablet at 2?...

WinstonSmith wrote:
I do align logic/point entities to the grid (and usually next to each other in straight lines) whenever I map.

Same, but I always thought that the .bsp would gain more data by putting it to not the grid, as it's coordinates would be something like "52.34bladf 3.84bla89 4.73bla3" instead of "52 3 4". I doubt it would change much though. A couple of bytes maybe?

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chickenmobile wrote:
I always thought that the .bsp would gain more data by putting it to not the grid, as it's coordinates would be something like "52.34bladf 3.84bla89 4.73bla3" instead of "52 3 4". I doubt it would change much though. A couple of bytes maybe?

I recall a help manual for Adobe Flash saying that the computer finds it easier to process if you input powers of 2 to filter properties.

NuclearDuckie wrote:
chickenmobile wrote:
I always thought that the .bsp would gain more data by putting it to not the grid, as it's coordinates would be something like "52.34bladf 3.84bla89 4.73bla3" instead of "52 3 4". I doubt it would change much though. A couple of bytes maybe?

I recall a help manual for Adobe Flash saying that the computer finds it easier to process if you input powers of 2 to filter properties.

You shouldn't have said that. I have a sudden urge to put all my entities in a spot that is a power of 2. :lol:

?????????????????????????????TWP Releases | My Workshop

Now that's optimization. :lol:

lol, the powers of 2 thing is usually just for memory limits and whatnot. Though I remember reading somewhere that the bsp algorithm in Source is more optimized if you try to constrain room sizes and and wall widths to powers of 2. I believe that. Also positions are always saved to 32 bits, regardless, so snapping to a grid shouldn't save map data. The origin isn't 0, it's 0.000000. It's compiled into a bytecode anyways, so it's actually 0x000000.

I map like a programmer, so no, my maps look good once compiled, but they're a mess otherwise. Non-visible point entities are placed in a logical fashion, but never too organized.

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