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	<title>Comments for Nodraw.net</title>
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	<link>http://www.nodraw.net</link>
	<description>Source Engine Level Design</description>
	<lastBuildDate>Sun, 05 Sep 2010 20:31:36 +0000</lastBuildDate>
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		<title>Comment on A look at the detail of TF2 Part 2: Goldrush by i74s</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt-2/comment-page-1/#comment-1408</link>
		<dc:creator>i74s</dc:creator>
		<pubDate>Sun, 05 Sep 2010 20:31:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=267#comment-1408</guid>
		<description>1/8 &amp; 9 images shows rly professional and great detailing but the 5 &amp; 7 images is rly makes no sence with that fence, just  no logic back there. [somethimes maps makes lol ^^]. &amp; now that FADE DISTANCE in one hand is great thing because  everything in long distance looks like abstract graphic images and thats cool for games like Team Fortress 2 or Battlefield Heroes but is not a feature and its still not perfect, but its serious shit ^^. I like it, but in some cases its so stupid, anyways great post :)</description>
		<content:encoded><![CDATA[<p>1/8 &amp; 9 images shows rly professional and great detailing but the 5 &amp; 7 images is rly makes no sence with that fence, just  no logic back there. [somethimes maps makes lol ^^]. &amp; now that FADE DISTANCE in one hand is great thing because  everything in long distance looks like abstract graphic images and thats cool for games like Team Fortress 2 or Battlefield Heroes but is not a feature and its still not perfect, but its serious shit ^^. I like it, but in some cases its so stupid, anyways great post <img src='http://www.nodraw.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on A look at the detail of TF2 Part 2: Goldrush by chojje</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt-2/comment-page-1/#comment-1407</link>
		<dc:creator>chojje</dc:creator>
		<pubDate>Mon, 30 Aug 2010 17:55:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=267#comment-1407</guid>
		<description>I think you should point out that the fade distances are quite important not to make to blatant. There are a few places where the props start appearing while your running along a long corridor with nothing else to see. Be sure to use the fades, but also dont place them where people will almost always see them.

Anyways, good tutorials! Keep them coming!</description>
		<content:encoded><![CDATA[<p>I think you should point out that the fade distances are quite important not to make to blatant. There are a few places where the props start appearing while your running along a long corridor with nothing else to see. Be sure to use the fades, but also dont place them where people will almost always see them.</p>
<p>Anyways, good tutorials! Keep them coming!</p>
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		<title>Comment on A look at the detail of TF2 Part 1: Badlands by Me</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt1/comment-page-1/#comment-1406</link>
		<dc:creator>Me</dc:creator>
		<pubDate>Tue, 24 Aug 2010 20:05:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=255#comment-1406</guid>
		<description>Not sure about the tires, if that fence is the limit of the playable area, they&#039;re placed wrongly imo. They shouldn&#039;t be pointing towards a visible limit, but the playable area, path, or &quot;non confusion non accessible area&quot;, i.e wall. If not, it may make player believe that area is playable and accesible.</description>
		<content:encoded><![CDATA[<p>Not sure about the tires, if that fence is the limit of the playable area, they&#8217;re placed wrongly imo. They shouldn&#8217;t be pointing towards a visible limit, but the playable area, path, or &#8220;non confusion non accessible area&#8221;, i.e wall. If not, it may make player believe that area is playable and accesible.</p>
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		<title>Comment on A look at the detail of TF2 Part 1: Badlands by YM</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt1/comment-page-1/#comment-1405</link>
		<dc:creator>YM</dc:creator>
		<pubDate>Mon, 23 Aug 2010 12:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=255#comment-1405</guid>
		<description>In most cases the small fence is supplemented by a small cliff either up or down followed by a remarkably bare area right behind it. Where there isn&#039;t a change in height often a taller fence is needed.</description>
		<content:encoded><![CDATA[<p>In most cases the small fence is supplemented by a small cliff either up or down followed by a remarkably bare area right behind it. Where there isn&#8217;t a change in height often a taller fence is needed.</p>
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		<title>Comment on A look at the detail of TF2 Part 1: Badlands by strangemodule</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt1/comment-page-1/#comment-1404</link>
		<dc:creator>strangemodule</dc:creator>
		<pubDate>Mon, 23 Aug 2010 06:56:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=255#comment-1404</guid>
		<description>This goes pretty well with the &quot;Density of Detailing&quot; article that went up a few days ago. Oddly, on my map, some players questioned why they couldn&#039;t hop my waist-high fence and why they couldn&#039;t go over to a spot I didn&#039;t want them to go. Then again, the fence model was the smallest available, so I guess it wasn&#039;t the right model for the job.</description>
		<content:encoded><![CDATA[<p>This goes pretty well with the &#8220;Density of Detailing&#8221; article that went up a few days ago. Oddly, on my map, some players questioned why they couldn&#8217;t hop my waist-high fence and why they couldn&#8217;t go over to a spot I didn&#8217;t want them to go. Then again, the fence model was the smallest available, so I guess it wasn&#8217;t the right model for the job.</p>
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		<title>Comment on A look at the detail of TF2 Part 1: Badlands by nik.</title>
		<link>http://www.nodraw.net/2010/08/detail-of-tf2-pt1/comment-page-1/#comment-1403</link>
		<dc:creator>nik.</dc:creator>
		<pubDate>Mon, 23 Aug 2010 02:02:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=255#comment-1403</guid>
		<description>I swear I&#039;ve read this before..</description>
		<content:encoded><![CDATA[<p>I swear I&#8217;ve read this before..</p>
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		<title>Comment on TF2: Density of Detailing by Nineaxis</title>
		<link>http://www.nodraw.net/2010/08/tf2-density-of-detailing/comment-page-1/#comment-1402</link>
		<dc:creator>Nineaxis</dc:creator>
		<pubDate>Mon, 16 Aug 2010 15:11:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=241#comment-1402</guid>
		<description>Dustbowl is just as detailed as other Valve maps, it just hasn&#039;t aged very well.</description>
		<content:encoded><![CDATA[<p>Dustbowl is just as detailed as other Valve maps, it just hasn&#8217;t aged very well.</p>
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		<title>Comment on TF2: Density of Detailing by KarmaPolice</title>
		<link>http://www.nodraw.net/2010/08/tf2-density-of-detailing/comment-page-1/#comment-1401</link>
		<dc:creator>KarmaPolice</dc:creator>
		<pubDate>Mon, 16 Aug 2010 13:32:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=241#comment-1401</guid>
		<description>The only problem I have with this article is that it uses Dustbowl as an example, when Dustbowl is a bit sparsely detailed compared to even other Valve maps.</description>
		<content:encoded><![CDATA[<p>The only problem I have with this article is that it uses Dustbowl as an example, when Dustbowl is a bit sparsely detailed compared to even other Valve maps.</p>
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		<title>Comment on TF2: Density of Detailing by i74s</title>
		<link>http://www.nodraw.net/2010/08/tf2-density-of-detailing/comment-page-1/#comment-1396</link>
		<dc:creator>i74s</dc:creator>
		<pubDate>Sun, 15 Aug 2010 09:05:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=241#comment-1396</guid>
		<description>A couple weeks ago i was talking to myself and saying what i creating map from props and add couple walls to connect those props, meanwhile VALVE use only walls and just couple props like a spice.

&quot;Community mappers have the tendency of seeing a big, blank wall like that in their map, and despite it being irrelevant to the player, adding as much detail as possible, using window models, overlays, conduits, and whatever else comes to mind in an effort to make that big blank wall not be a big blank wall, when it actually should be.&quot;

Exactly i trying to do in my map ;D. This is great lesson for me and encourage to leave most of areas with minimal detail amount.^^</description>
		<content:encoded><![CDATA[<p>A couple weeks ago i was talking to myself and saying what i creating map from props and add couple walls to connect those props, meanwhile VALVE use only walls and just couple props like a spice.</p>
<p>&#8220;Community mappers have the tendency of seeing a big, blank wall like that in their map, and despite it being irrelevant to the player, adding as much detail as possible, using window models, overlays, conduits, and whatever else comes to mind in an effort to make that big blank wall not be a big blank wall, when it actually should be.&#8221;</p>
<p>Exactly i trying to do in my map ;D. This is great lesson for me and encourage to leave most of areas with minimal detail amount.^^</p>
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		<title>Comment on TF2: Density of Detailing by chickenm4n</title>
		<link>http://www.nodraw.net/2010/08/tf2-density-of-detailing/comment-page-1/#comment-1395</link>
		<dc:creator>chickenm4n</dc:creator>
		<pubDate>Sat, 14 Aug 2010 19:38:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.nodraw.net/?p=241#comment-1395</guid>
		<description>Yesterday, while wandering TC_Hydro alone, I noticed these buildings in the distance.  

http://dl.dropbox.com/u/7153187/tc_hydro0498.jpg

I thought to my self, &quot;My god, they&#039;re so blank, yet the architectural and art style is so inspiring.  I wonder why I never noticed it before?&quot;

Valve does a good job of bringing the player&#039;s attention to where it is needed, even in complex maps like Hydro.  There isn&#039;t a lot of visual noise in the paths between control points, however, the control points themselves are immensely detailed.</description>
		<content:encoded><![CDATA[<p>Yesterday, while wandering TC_Hydro alone, I noticed these buildings in the distance.  </p>
<p><a href="http://dl.dropbox.com/u/7153187/tc_hydro0498.jpg" rel="nofollow">http://dl.dropbox.com/u/7153187/tc_hydro0498.jpg</a></p>
<p>I thought to my self, &#8220;My god, they&#8217;re so blank, yet the architectural and art style is so inspiring.  I wonder why I never noticed it before?&#8221;</p>
<p>Valve does a good job of bringing the player&#8217;s attention to where it is needed, even in complex maps like Hydro.  There isn&#8217;t a lot of visual noise in the paths between control points, however, the control points themselves are immensely detailed.</p>
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