fix or rebuild?

309blank

L1: Registered
Nov 19, 2009
24
5
I am working on my first map right now, a small ctf thing and I am not yet finished/satisfied with the layout. Now I am fairly new to mapping and I just found out I have a bajillion leaks. How would you go about it? employ the knowledge gained on the first map and rebuild something from scratch? maybe even a similar layout, but with constantly staying on the grid, NEVER resizing more than one block if that means that wall thicknesses get skewed, etc. etc.

or would you just try to fix it? by checking the pointfile and just doing quick compiles after every leak fixed?

I can't really decide, right now i fixed a couple and then just skyboxed everything in so i can see what the lighting would look like for a change. But of course I can't put that off for ever, unless I want a horribly optimised map in the end with endless compiletimes.

I'd like to hear your insight!
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
The thing is, it is common knowledge that a first map generally isn't very good (no offense, that's just the same for almost everyone here, me, YM, anyone really), so you should go into it with the idea of learning the tools, after that try to rebuild a different one which uses things you've learnt from the start (like using a large grid...), this should hopefully be better designed than the original, and will be able to redirect constructive criticism away from smaller insignificant parts of your map to more important things like layout and design.
 
Nov 14, 2009
1,257
378
Rebuild. I usually choose fix, and then end up fixing for like, 3 weeks or so, and then I realize that the map is crap anyways, so I ditch it and reubuild it.
 

309blank

L1: Registered
Nov 19, 2009
24
5
alright, I think I will rebuild it, was leaning in that direction anyways.

I might rebuild a similar map, because I have been getting some positive feedback on my base design, so I will just improve on that.

it is very frustrating though, i have to admit. the whole work for naught! ah well, it could be worse. at least i learned a lot about hammer and how to work displacements ( I have been getting really cool results with the subdivide tool) I had some very nifty pipe constructions in for a while, but I couldn't get them aligned properly, because everything was just a tiny bit off.
 
Aug 10, 2009
1,240
399
I think rebuilding would be the smarter choice as well, but if you're not already try to limit your minimum grid size to 4 or 8 until you get into the later alphas. This keeps everything nicely simple until you begin detailing.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Personnaly, when I create the first layout, I use the grid of 32, and when the layout satisfies me, I place the optimisation and begins to detail the map with a grid size to 8.