[Info] The Ten Commandments of TF2 Level Design.

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
i dont think carving is bad if used correctly. i carve basic stuff fairly often, and i'm always careful about what i carve. in general i never carve with anything that has more than four sides, and i make sure it's not carving anything that i dont want it to carve, and then i carve. it can save time, and if done with care, wont mess things up.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Dark Messiah isnt actually a mod, its a full game ;)

Yes, technically it's not a "mod", but the point was it uses a modified version of the Source Engine rather than its own; the Source Engine would have been purchased under licensing acts, which allows the game to be sold for profit, rather than merely distributed freely (as a "mod"). In the same way Half-Life is a "full game", but using a modified version of the Quake Engine.

"mod" is a lose term in regards to game development (as are many coined phrases in this young industry), but it has an unwritten context that a "mod" is free and under the effect of the basic user software license terms of agreement. When a game engine is licensed, that copy is then private and seperate from the original franchise. Thus it is its "own game", but the engine in question still belongs to the original authors. The game will always be a mod of the Source Engine, even if it's not under the Valve production label.

In the case of CS/CSS, TFC, DMC etc. They were produced by the very same software developers that made the original engine. Thus it is a part of the same franchise, but still a "mod". DoD was originally built as a public "mod", but was later baught out by Valve as an official part of the franchise.

Terr's point was that some might consider the use of a game engine, developed by someone else, as cheating in the development process. But under a technical and legal sense, that material was purchased (or rented if you will), and will never be claimed to be authored by the users (new development team) of it. For example, Dark Messiah brandishes the Source logo trade mark, as part of the licensing agreement.

IE: Why do we consider the licensing of game engines acceptable, but not the custom revised official maps as legitimate creative productions; worth (supposedly) equal respect.

But the two concepts are in 2 different leagues, and 2 totally different legal and social contexts.
 
Last edited:

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
This may come as a rather "newbish" question but ...
I understand why the grids there, it's for organization of your map. To connect your brushes/prefabs from one side to the next in an orderly manner but does it matter if you're not on the grid completely? I don't think it'll matter in-game once the maps finished and has been critiqued/beta tested.
I know some people are very anal about sticking directly to the grid and if they're not on the solid line, the rearrange that brush so that it is. I usually start out a map by only staying on the solid line but end up derailing from it. >_<
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Hey can we get an addition to this!

11) Stop using the nucleus generator in your maps!
 

Freyja

aa
Jul 31, 2009
2,994
5,813
You don't have to go on the grid, but any map where you don't align most stuff to a grid of 4+, is never going to be good. You'll have so many problems like areaportal/normal leaks, lighting issues, clipping issues...
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Recommendation: Stick to the grid.

The only time you possibly wouldn't, is if you have a physics model, or piece of detail brush work that you're turning at an odd angle to make it more interesting and less pre-determined-ly placed.

I would not recommend coming off the grid to anyone. Or to even seriously consider it for that matter. There's really no need.
 

lukeme99

L1: Registered
Jun 3, 2011
19
0
This may come as a rather "newbish" question but ...
I understand why the grids there, it's for organization of your map. To connect your brushes/prefabs from one side to the next in an orderly manner but does it matter if you're not on the grid completely? I don't think it'll matter in-game once the maps finished and has been critiqued/beta tested.
I know some people are very anal about sticking directly to the grid and if they're not on the solid line, the rearrange that brush so that it is. I usually start out a map by only staying on the solid line but end up derailing from it. >_<

0_0

Please tell me that he doesn't map.