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Preachin' Day 4 (Jul 27, 2006)

Don't model with brushes

Some things are better created with brushes, as part of the world. Others are best modelled-up and added as a prop or entity. Typically, the more detail something requires, the greater the likelihood it should be a model. If trying to create something intricate is too difficult with brushes, then it's a prime candidate for a model.

Understand that the engine lets you create geometry down to a 1-unit granularity (at the vertex). Models don't have this limitation and can be much more complicated.

Speedy from the start

Everyone wants a map that runs smoothly and maintains a good level of FPS, so work to maintain this from the very start. If you've got an idea for an area or location, think about how expensive it will be, and consider how to reduce any repurcussions it will have on the rest of your level. This soon becomes second-nature with enough experience making maps and having to deal with the problems they throw at you.

HINT brushes are terrific tools, but use them sparingly and only when there is no alternative. The visibility calculations are generally superb, so if something's not as fast or optimal as it should be, chances are it's because of your design choices.

However, don't limit yourself by this. An expensive area will often distract from a cheap area nearby, so use this to your advantage. You can afford to push things a little... just not too much.

5 common technical mistakes

Work to the grid

There's a grid system for a reason. Use it wherever you can, and stick to 16/32/64's for small-scale/interior work, and 128/256/512's for large-scale/exterior work. This helps keep things neat and tidy, and the tools act slightly nicer.

Objects and props rarely need to be grid-aligned. It isn't 1998 anymore.

Work against the grid

The grid system is great, but can inadvertendly force compliance and repetition. The real world is not conformist. Sometimes, but not always - by a long shot.

While it's tempting to make everything a power-of-2 or multiple-of-64, break it up. Put some non-standard lengths in there (multiples of 4 or 8.) Not all vents are created to the same dimensions. Not all ladders are aligned to 32-unit boundaries. Not all floors are perfectly flat. Even just a subtle change to the width of, say, a corridor, can help break the monotony of everything stemming from the number 8.

Work with the grid

Considering the above, if you have bits that are perfectly grid-aligned and bits that aren't, you'll have inadvertendly highlighted that the world is artificial. The grid is there to help you create a world. It's your job to hide its existence from the player.

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user comments

SharpS at 19:35 on Jul 27, 2006

Thanks. These 4 topics have come up really quickly, nice job. I've been looking all over for a post like this, highlighting all the simple mistakes and pieces of advice. This page is going in my favourites.

Chuck at 19:39 on Jul 27, 2006

Hey Dave, excellent write up again, this small series covers a lot of things that somes times I don't look into and is helping me.

I agree with your speedy from the start because I didn't used to map like that and when you compile it takes forever and you just frown :(

How many more of these can we expect cause they are great.

Blitz at 21:18 on Jul 27, 2006

Yeah, man these are cool.

I'm guilty of not orienting player spawn positions because I dont map source, and all my players are little rectangles.

Or I'm just lazy, and that's an excuse.

Stewart at 21:30 on Jul 27, 2006

Probably one of the best series of posts yet. When I map, I like to put in lots of the golden ration 1.6something whenever I can. I don't know but it just pleases the eye. So if I am making a 128 unit high corridor, I will make it 208 units wide, and if it gets annoyingly off of grid dimentions I'll drop it down to 192, or up to 224.