Hammer class
Sept 26, 2012 18:13:36 GMT
Post by jeffjohnvol on Sept 26, 2012 18:13:36 GMT
I'm a member of a local makerspace/hackerspace in Louisville, KY (www.lvl1.org). We're an educational non-profit and occassionally have workshops on soldering, arduino programming, android development and other cool techie stuff.
I'm leading an effort to go beyond a one aternoon workshop and do classes, which would be one day a week for 6-8 weeks.
I joked around about doing one on map building, and we have a lot of people that thought it would be a good idea. We have LAN parties there occassionally, and many think it would be a big hit.
I'm fortunate enough to have (with a neighbor friend) 10-12 gaming PCs that I will outfit with HL2DM and hammer. Using our own PCs opens the audience to those that don't have steam or a PC, plus getting Hammer running on a new PC isn't something I want to spend time in class on.
Anyway, here's my question to the group. If you had to break up a mapping class into 6 to 8 two to three hour classes, how would you break it down? I do know that I want to introduce the participants to this board for followup questions and a source for great tutorials.
Here's what I'm thinking, but this is a very rough outline:
1. Hammer editor - configuration, navigation, button featuress, create your first room. Compiling.
2. Brushes, creating, cutting, texturing, lighting
3. Creating custom textures
4. Entities, prop_status, prop_physics, and doors
5. Ladders, teleports, secret rooms.
6. Buttons and other controls.
7. Optimization
8. Open
Thoughts?
I'm leading an effort to go beyond a one aternoon workshop and do classes, which would be one day a week for 6-8 weeks.
I joked around about doing one on map building, and we have a lot of people that thought it would be a good idea. We have LAN parties there occassionally, and many think it would be a big hit.
I'm fortunate enough to have (with a neighbor friend) 10-12 gaming PCs that I will outfit with HL2DM and hammer. Using our own PCs opens the audience to those that don't have steam or a PC, plus getting Hammer running on a new PC isn't something I want to spend time in class on.
Anyway, here's my question to the group. If you had to break up a mapping class into 6 to 8 two to three hour classes, how would you break it down? I do know that I want to introduce the participants to this board for followup questions and a source for great tutorials.
Here's what I'm thinking, but this is a very rough outline:
1. Hammer editor - configuration, navigation, button featuress, create your first room. Compiling.
2. Brushes, creating, cutting, texturing, lighting
3. Creating custom textures
4. Entities, prop_status, prop_physics, and doors
5. Ladders, teleports, secret rooms.
6. Buttons and other controls.
7. Optimization
8. Open
Thoughts?