
Anyone who’s played multiplayer maps with such walls know how easy it is to get caught on them as the player’s collision box gets wedged between the ground plane and the sloped wall. If decals don’t make it look any better, you could always try this - put in some extra detail.Ī few supports (and clip brushes) make it look (and feel) so much better.īad advice based on the screenshot which shows walls that slope inward towards the top.

This would result in the same profile as the screenshot, but vastly improve the quality of the resulting collision mesh. I should have just duplicated that pillar brush, flared out the edges touching the wall so it becomes a trapezoid, and assigned the CLIP texture. However, this advice falls down on the example in the screenshot, which shows two separate wedge-shaped brushes either side of the support - it would be preferable to use just one brush. They (and their modern equivalents) are even more relevant today than they ever were. We’d rather not be chasing around a corner just to get stuck on some brush that leaves us with one less frag than we deserve, or feed one to someone else. Especially in DM maps where pursuit is often occuring. Just like in real life, clean, unobstructed corners of walls are generally preferable in most cases - and this is especially true in fast-paced multiplayer maps. I really don’t know what I was thinking with and wish to extend my apologies to anyone who adopted the pictured geometry and texture choice in their own maps. This would be better advice were it not for the horrific example pictured on the right-hand side of associated screenshot. Bear in mind that this doesn’t mean ALL corners, just places where you feel a corner is looking particularly boring… Use pillars to mask ugly corners of hallways. The original Half-Life campaign contains many violations of this tip, to good effect.


Especially on wall corners… don’t have one side of a visible wall one texture, then a connecting side a texture that just doesn’t match. So without further adieu, it feels about time to issue some corrections and clarifications regarding the tips contained therein lest an ambivalent alien race descends upon us and determines our fate based based on a severely dated article that’s only available via the Wayback Machine if you know exactly what to search for. Subsequently, many of the tips were useless, and others were flawed or plain wrong.
Sven coop iclip how to#
What the article didn’t mention is that I, too, was new to making Half-Life maps Half-Life itself had only been released a few months prior and, at 16, I certainly didn’t have quite enough experience to be claiming any authority over how to make maps as good as the professionals. It contained 51 nuggets of advice for keen level designers who were new to making Half-Life maps. 20 years ago to this day, I published my 51 Half-Life Editing Tips onto the Valve ERC.
