Scotch and Coffee founder, level designer, texture artist, model editor and voice actor. I'm always up for a voice acting job and will gladly do any lines you want to send to me. Also, I enjoy making video reviews for mods for Half-Life and Half-Life 2, so let me know if you want me to review one and I'll fit it in when I can.

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Tips for modders everywhere.
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Worthlet
Worthlet

Beginning thinking about this after 2 months of mapping)

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Dejected-Angel
Dejected-Angel

Rooms can be any shape you like, as long as they can be walkable upon. It can be a circle, or a triangle. Or even the shape of a hotdog!

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Thanoshld
Thanoshld

That is not what he meant. Of course you can make a room whichever shape you want. You just have to be creative about it. One of the advice I always give to new mappers if they don't know anything about complex mapping, is: just add some pipes, vents and cables in a room. It really makes it better. And especially in HL1 where every room is underground and is either a hallway or a storage area.

But a good advice is to take ideas from movies, games, mods and real life. I once designed a whole chapter of my mod after watching the Doom movie (which was ****** but had an interesting level design).

So yes, a single cubic room is not a room. Or at least a well designed one.

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Dejected-Angel
Dejected-Angel

What I'm trying to say is that rooms doesn't need to be squares like the rooms of a real life buildings=.

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Urby Author
Urby

My main point is like Thanos has said. Rooms need fine detail to make them feel like rooms. Not just bland empty boxes.

Regarding room shapes, I would say to USE real world rooms as inspiration. You'll have a hard time finding a room that is genuinely square in real life. There are none in my house or my office that's for sure. :P

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