not him but I'm gonna bite>It's so cumbersome and limited...
yes, outdated as fuck and really clunky in some areas>Everything is made out of very basic primitives.
yes and no, while they are your main tool, you can use models and displacements>There is no possible way to make curved brushes.
clipping tool, vertex manipulation, displacement tool and arch tool.
also you can model it> Modeling any remotely complex shape in hammer takes forever and looks like shit.
hammer is not for modeling, thats what you use max/maya/blender/whatever for>It doesn't help that everything needs to snap to the grid
you can have plenty of things that are off grid, only primitives have to obey grid>even if the brush looks alright in hammer, it compiles with slight offsets due to engine limitations.
stop being a shit mapper, I bet you compile in fast vis>There is also no sense of scale in hammer.
can agree, while hammer uses its own arbitrary scale which is supposed to be in inches, it still does not match real world simply because of FOV used by engine>You pretty much need to eyeball everything, or use the dev textures>he still uses devtextures other than graygrid>if I want to make stairs, how do I make them all the same size, if there aren't any units
common dimensions in half-life 2 and similar games:
wall - 128hu
step - 12x8hu
vent - 64x64hu> and you have to have exact multiples of certain values, or else you can't do it (because you must be snapping to the grid at all times)?
you dont have to snap at all times unless you use primitives
for example if you are doing steps again, max step height is 18hu, which is referenced on wiki btw, and if you wanted to do for example stone steps in some temple that are cracked and irregular, you can easily make them with regular brushes, vertex work and remembering to never make a step higher than 18hu.