I have updated the map. I did some significant reworking - although things don’t look
a whole lot different. The room geometry has been changed a little and includes some detail to break up the large flat surfaces. I simplified the inset corridors along the walls, and I rebuilt the catwalks from scratch (see below), then added Invisible Collision Hulls & Sheets so you can see through to the skybox below.
I made more changes to the placeholder textures. They are simpler and I added a lot more colors, especially more muted/neutral tones. The other thread
has been updated with new .pcx and .psd files.
In this post I’m backtracking a little bit to explain part of my brush-building process. I wanted to share it in case it’s useful to other new mappers (or in case someone wants to suggest better methods):
When I start building a space, it’s with the intention of swapping out parts with final (cleaner, better-built) brushes. So I create a test space and play around with it, and when I find something I want to improve, I rebuild it in a parallel space.
In the screenshot you can see one of the wall insets (subtractive brush) mentioned in the posts above. I want to make new ones without the beveled edges – and also make them a little taller so players don’t bump their heads while jumping.
So I create a parallel space (a ‘warehouse’) and rebuild the shapes using the Side/Front views as a visual guideline to line up everything.
In the screenshot I’ve simplified the inset into four brushes.
- A cube brush where I used Brush Clipping on each corners to make a squashed octagon
- A cube brush
- A cube brush where I used Vertex Editing to create a ramp
- A (long) cube brush
Then I build a brush around those, and used the Intersect button to make a brush out of the whole thing. I export that brush for later use.
If I decide I don’t like the brush, I move the .t3d file to a “for_deletion” folder to keep it out of my active Brush folder. I will permanently delete them only when I am absolutely certain I won’t need them for anything. The for_deletion folder will probably hang around until the map is finished.
If I decide I do like the brush, I delete the old brush from the map, add/subtract the new one its place, rebuild geometry and play the level to see how it feels.
To rebuild the catlwalks I used the same method with a brush-building space underneath the test space, to get a top-down view for matching up things visually. Then I moved the whole brush-building space from underneath to the side, and used Vertex Editing to visually match up the catwalk ramps.
Since the catwalks are somewhat complicated brushes, I saved the map under another name, so I have several separate warehouse maps, so that I don’t clutter the main map.
I used the same technique with the Invisible Collision Hulls. I’ve seen tutorials that tell you to keep 1 unit of space between Invisible Collision Hulls (ICH) and solid geometry. However, working in single units makes me nervous, so I keep my ICH's 2 units aaway from solid geometry.
After making ICH for one side of the catwalks, I used mirroring to create the other side:
Hopefully this all made sense. Experienced mappers may find these methods tedious or inefficient. But as someone starting out, I find it useful to work in this incremental way.