This is now a list of Tutorial sites, handy tips and a quick FAQ.
Based around mapping for source & the original SDK, the people on the forums are brilliant too
General Vivi's site, got some great tuts on there, especially for going through, not the best for quick referencing though.
Don't carve where clipping can be used.
Take your time! Rushing can make a great idea a terrible map, making sure you get every detail right is what makes a good map! - Thank you gandy
Dont make brushes over lap, doing this can cause problems with leaks later on! - Thank you gandy
Never make concave brushes, or the brush will dissappear!
Building the basic map first then adding details can make sure you get the basic dimensions right and save a lot of trouble! - Thank you gandy
What is a leak?
A leak is a 'hole' in your map where objects inside the actual map can see the black 'void' that is on the outside of your map. Leaks are generally caused by entities being put outside of the map or inside blocks where one or more faces are touching the outside. Leaks are also caused by having holes between faces (no matter how small!) where the void cna be seen through.
How do I know if I have a leak?
If you have very strange lighting (with building cubemaps), missing props, very bad FPS in a simple level or being stuck in place on odd areas (i.e. in the middle of a flat floor) you probably have a leak or two. Also looking in your compile log if there isa big LEAKED sign then you have a leak.
How do I fix a leak?
After you've run your map, in hammer go to - Map - Load pointfile, if it cant find one (your_map_name.lin) then you don't have a leak, if it does a red line will appear on your map, following the line it should intersect the symptom (missing prop, or bad lighting etc) and also intersect a block or two, the block it intersects will be the problem block. You can also look in your console and where it says LEAKED ther ewill be some co-ordinates, following those will tell you where the problem is.
Last edited by The_Pope on Thu Apr 13, 2006 12:41 pm, edited 13 times in total.