<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: A Little Research on Standards</title>
	<atom:link href="http://www.nodraw.net/2010/01/a-little-research-on-standards/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/</link>
	<description>Source Engine Level Design</description>
	<lastBuildDate>Fri, 06 Jan 2012 18:07:11 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: cuteEevee</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1392</link>
		<dc:creator>cuteEevee</dc:creator>
		<pubDate>Tue, 20 Jul 2010 03:52:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1392</guid>
		<description>Why don&#039;t you use red patches under the healthpacks, since they have a red cross and red insicades &#039;blood&#039; somehow, and blue patches for ammo, since the ammocrades (at least the small ones) are blue too?

ImhO red is more the color for urgent matters, and running low on health is way more urgent than running low on ammo.

Also thanks for the grea article.

So long
Eevee</description>
		<content:encoded><![CDATA[<p>Why don&#8217;t you use red patches under the healthpacks, since they have a red cross and red insicades &#8216;blood&#8217; somehow, and blue patches for ammo, since the ammocrades (at least the small ones) are blue too?</p>
<p>ImhO red is more the color for urgent matters, and running low on health is way more urgent than running low on ammo.</p>
<p>Also thanks for the grea article.</p>
<p>So long<br />
Eevee</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grup</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1368</link>
		<dc:creator>Grup</dc:creator>
		<pubDate>Sun, 14 Mar 2010 08:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1368</guid>
		<description>One disadvantage of player clipped stairs, it seems, is that your footsteps don&#039;t make the proper noise.  Not a big deal, just saying.</description>
		<content:encoded><![CDATA[<p>One disadvantage of player clipped stairs, it seems, is that your footsteps don&#8217;t make the proper noise.  Not a big deal, just saying.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MrTwoVideocards</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1348</link>
		<dc:creator>MrTwoVideocards</dc:creator>
		<pubDate>Fri, 15 Jan 2010 09:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1348</guid>
		<description>Great article. For my maps I had never really thought of the tradition of marking items, I just did. Players see that patch, and they immediately know something will likely spawn there. Keeping consistency across all of your maps is important, but I would not venture as far as to say that using them in your map specific design would be a good idea. Players play Valve maps more than they do ours, and therefore those maps set the consistency. Thats what any mapper should do with his, or her current map.</description>
		<content:encoded><![CDATA[<p>Great article. For my maps I had never really thought of the tradition of marking items, I just did. Players see that patch, and they immediately know something will likely spawn there. Keeping consistency across all of your maps is important, but I would not venture as far as to say that using them in your map specific design would be a good idea. Players play Valve maps more than they do ours, and therefore those maps set the consistency. Thats what any mapper should do with his, or her current map.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nik.</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1340</link>
		<dc:creator>nik.</dc:creator>
		<pubDate>Tue, 12 Jan 2010 04:12:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1340</guid>
		<description>Cool. I never actually thought of ever looking into this stuff.

I thought clipping stairs was a good practise to get into - but I guess it&#039;s not entirely necessary?</description>
		<content:encoded><![CDATA[<p>Cool. I never actually thought of ever looking into this stuff.</p>
<p>I thought clipping stairs was a good practise to get into &#8211; but I guess it&#8217;s not entirely necessary?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nerdboy</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1339</link>
		<dc:creator>Nerdboy</dc:creator>
		<pubDate>Sat, 09 Jan 2010 03:38:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1339</guid>
		<description>Very useful information. It&#039;s small things like these that can help a lot with mapping.</description>
		<content:encoded><![CDATA[<p>Very useful information. It&#8217;s small things like these that can help a lot with mapping.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1338</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Sat, 09 Jan 2010 02:12:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1338</guid>
		<description>Nice post, I would be interested in seeing more of these &quot;valve standards&quot; posts in the future - they know the game engine better than anyone, and it is nice to know what they have found to be best practices.</description>
		<content:encoded><![CDATA[<p>Nice post, I would be interested in seeing more of these &#8220;valve standards&#8221; posts in the future &#8211; they know the game engine better than anyone, and it is nice to know what they have found to be best practices.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Moose</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1337</link>
		<dc:creator>Moose</dc:creator>
		<pubDate>Sat, 09 Jan 2010 01:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1337</guid>
		<description>That&#039;s pretty cool, I&#039;d always assumed clipping stairs was done all the time on every official map. Although I have to say, I consider red to be a more suitable patch color for health.</description>
		<content:encoded><![CDATA[<p>That&#8217;s pretty cool, I&#8217;d always assumed clipping stairs was done all the time on every official map. Although I have to say, I consider red to be a more suitable patch color for health.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chickenm4n</title>
		<link>http://www.nodraw.net/2010/01/a-little-research-on-standards/comment-page-1/#comment-1336</link>
		<dc:creator>chickenm4n</dc:creator>
		<pubDate>Sat, 09 Jan 2010 01:09:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=149#comment-1336</guid>
		<description>wow. an amazing information packed tidbit.

can&#039;t wait for this site to be jam packed with this type of stuff.

bravo.</description>
		<content:encoded><![CDATA[<p>wow. an amazing information packed tidbit.</p>
<p>can&#8217;t wait for this site to be jam packed with this type of stuff.</p>
<p>bravo.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

