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Post by blackheartiii on Sept 28, 2009 18:41:18 GMT
Hey, I was just curious about this one as I decided to mess around on a balloon race map from scratch (but this one closes things up a bit / has a new teleport system to boost). One issue I have with the other ones though are that they have HUGE rooms. However, I find that other maps have skybox's which prevent me from jumping well as demoman. So while one is clearly excessive, the other is much too conservative. Which brings me to my question -- what height have you found best for outdoor places? (for the purposes of this question assume flat as higher areas naturally complicate the situation).
(Commentary: Honestly, sometimes wish there wasn't things like demomen because I hate having logical paths closed off and yet you have to do so for many parts of the map to do the map properly)
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Post by john88z on Sept 29, 2009 1:32:09 GMT
It just depends on the area around it. Make it as big as it so demomen and soldiers can jump high, but still limited so they dont see the areas around them, like out side of the map/nodraw etc etc. Alot of times there is no go to, perfect height/width for things, it all depends on the circumstances.
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Post by 3kliksphilip on Sept 29, 2009 11:18:38 GMT
Don't hate the demoman and soldier classes for it, EXPLOIT it! Think about how much fun those classes would have if there were areas they could get to that others can't and include it into the gameplay. Just counter it by making those areas exposed.
In CSS I have to leave the skybox big and open because I love throwing smoke grenades right across the map. I also hate invisible barriers. It makes it more difficult to map for.
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Post by blackheartiii on Sept 29, 2009 14:09:11 GMT
Yeah, I was just wondering if you had any general rules of thumb you followed for dimensions. For this particular project I just ended up picking some arbitrary room size based on my jump practice map from awhile back, and will probably just experiment a lot once I get the outside of the hanger textured. I'm at school right now, but I think I ended up with something around 3000 or more for most open sections which may be larger then necessary but looks right for now. Btw, as soon as I consider it under significant production I will probably go ahead and open a project thread for this one, really excited about it. Peace.
(and yeah, that does seem rather large, but hitting the skybox is really dreadful, and such heights are pretty easy with demo)
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Post by 3kliksphilip on Sept 29, 2009 16:00:28 GMT
In my opinion, the bigger the better. I like at least 1,000 units above the map for smoke grenades. I know that the levels on Half Life 2 had more like 6,000.
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Post by Zeph on Sept 29, 2009 21:54:14 GMT
If you do have a tall skybox, place a HINT brush above all the detail in your map so that the HUGE area above become one Vis Leaf. See diagram: EDIT: this is kind of what valve does too, above jumping height.
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Post by blackheartiii on Sept 30, 2009 1:11:48 GMT
Thank you sir for that tip, will probably try it out where appropriate. Though, for this particular map it's not as widely applicable. And thank you for your two cents Phil. Sometime I ought to look into just making a few maps to just experiment with the effects of such things.
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