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Old 08-25-2008, 05:49 PM   #11
ScorpioUprising
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Thanks for the help guys. I think the map was doomed from the beginning. The blocks I was making were all fully textured, and I tried to make numerous tunnels and pathways through the main block, creating a multitude of seperate shapes with all six sides textured. Gonna ditch that map and start over. Wasn't such a good one to begin with and probably had a ton of gameplay problems to boot.
 
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Old 08-25-2008, 06:12 PM   #12
grazr
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You'll get through many maps like this. Don't worry, it's all part of the learning process.

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Old 08-25-2008, 06:21 PM   #13
YM
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Tell me about it... I spent almost a year mapping before I ever released anything, and then the thing I released was rubbish.
In that time I made many many maps trying out various entities and stuff, I almost had a full HL2DM level before I realised how terribly made it was (I remade that elvel from scratch 3 times and each time was hugely better than the last, but even the latest is appaling) I made half of a single player level, was almost good but again utterly terrible compared to anything made by valve.

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Old 08-25-2008, 06:47 PM   #14
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Scorpio, STOP! Are u talking about making invisible sides nodraw? You don't need it.
 
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Old 08-26-2008, 02:16 AM   #15
bob+M|M+
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Quote:
Originally Posted by ScorpioUprising View Post
The blocks I was making were all fully textured, and I tried to make numerous tunnels and pathways through the main block, creating a multitude of seperate shapes with all six sides textured.
if you decide to make more tunnels in the future, I suggest working in block shapes and use func_detail or displacements for diagonals and curves, since these things will not effect visibility and lessen compile time.
 
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