Balto mod team
Developer & Publisher with 6 members, must apply to joinDue to the growing size of the balto mod team, a group has been added for clarification and organization.
I am an intermediate Source SDK user (Half-Life 2 content, etc). I am creating several mods of my own (99 Bolts, Assault on Overwatch, and other personal projects) and I am contributing to several other mods (Room Escape, etc). I have good ideas and the will to learn. I'm also a nice guy who is willing to help others learn about Source. - November 2011
5 comments by zonbie on Mar 17th, 2011
The 10 Commandments of Level Design (Philosophical)
1. You are the One True Master of your maps. No one else can build your maps for you.
2. Optimization is more important than aesthetics. Engine performance affects player immersion.
3. Even though your game-building programs may give you trouble, remain patient and vigilant.
4. Take strategic breaks to remain creative and avoid "mapper's block". Go outside sometimes.
5. Study the mapping of successful video games (Half-Life 2, Call of Duty, STALKER).
6. Lighting makes the level. Be bright, dramatic, and colorful. Use total darkness only if forced to.
7. Sound is the very best tool for player immersion and mood enhancement.
8. Never steal content from another mapper. Obtain permission before using the assets of others.
9. Seek out the opinions of fellow mappers and learn from constructive criticism.
10. Learn to create your own assets (textures (easy), models (intermediate), and entities (difficult)).
The 10 Commandments of Mapping for the Source Engine (Technical)
1. Valve is the creative force behind the Source engine. De-compile Valve's maps and utilize the VDC.
2. Optimization is more important than aesthetics. Engine performance affects player immersion.
3. Save your work often. Generate a spare copy of your work in case your map becomes corrupted.
4. Never use the "Carve" function for any reason. "Carve" will corrupt your maps and your computer.
5. Fix leaks as soon as you detect them. Leaks reduce map quality and ruin engine performance.
6. Playtest your level's gameplay as soon as possible. Add details only after the layout is finalized.
7. Learn about the tool textures and their effects on optimization, gameplay, and aesthetics.
8. Use two light entities per "light": a bright light_spot and a dim light of the same color.
9. Disable collisions and shadows on certain prop models to improve player movement and aesthetics.
10. Game environments need at least twice as many details in order to be considered "good" in mods.
Due to the growing size of the balto mod team, a group has been added for clarification and organization.
The Room Escape team is a small development team. explorer7, joe_rogers, and Master_of_Hiddenry are the mappers while Vugam is the modeler, and he does...
For people and teams developing mods and games with Valve's Source engine.
The 99 Bolts Project will make several mods over time. These mods will work together to portray the rise and fall of Ava Winona, and will catalog her...
Zonbie I read you needed help with getting custom textures...
If you need help getting custom textures for your projects I can help you out and show you how to get them.
I thought of a catchphrase "Escape or Die Trying" lol.
i like it
Merry Christmas!
Because thinking with portals is just so...intellectually challenging.
Are you Zonbie on facepunch?
yes
Thanks for the add!
Dude I just noticed your comment on my news article, so sorry I didn't see it before. I would of contacted you in a heartbeat! If you still want to do that it would be awesome, however I must warn you that my mapping skills are not great..but there getting better.
Anyways, I like how 99 bolts is progressing, and best of luck on your other mods as well.
hay joe may i see some of your maps form the balto mod?