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trainyard 



Map Version: Planning 
Type: KotH
Released: 06-23-2012 
Last Update: 06-23-2012 
Warjunkie
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Default trainyard

This is my first map ever, so I'm learning as I go along.

Feedback/tips are welcomed and appreciated.


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Old 06-23-2012, 07:54 PM   #1
yyler
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Don't carve! I have to go to work RIGHT NOW but someone please help him to not carve. I can see the carving! ACK!!
 
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Old 06-23-2012, 08:00 PM   #2
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It's really that bad?

I found the arch tool, but it seems like a lot of work to pull the vertexes around into the shape of a wall. I can't think of any other way to do it.
 
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Old 06-23-2012, 08:03 PM   #3
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Quote:
Originally Posted by yyler View Post
Don't carve! I have to go to work RIGHT NOW but someone please help him to not carve. I can see the carving! ACK!!


If you want to make arches, change the block field to arch in the Primitives category menu and use the settings there. You can also edit vertices with the Vertex Edit Tool ( )

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Old 06-23-2012, 08:08 PM   #4
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Working on it now, but why is it better as opposed to carving?

Aside from crashing hammer :l
 
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Old 06-23-2012, 08:13 PM   #5
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Carving can create a lot of off-grid and invalid brushes in your map, especially microscopic ones (which can cause havok if you try sealing the map with one!)

You should never really use it at all unless you're cutting a very simple, on-grid and large square out of a very simple shape, but then they that's much easier to do with the vertex tool.

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Old 06-23-2012, 08:26 PM   #6
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That was so much harder. I guess it cleaned my views up a bit though.

I carved the steps in my stairs as well. http://i.imgur.com/P7pfX.png Does that look fine? Also how do I get those wall textures to line up? xD
 
Last edited by Warjunkie; 06-23-2012 at 08:36 PM.
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Old 06-23-2012, 08:36 PM   #7
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You don't want to seal your map that way.

Check out the top of this page here.

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Old 06-23-2012, 08:50 PM   #8
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You should func_detail those arches and stairs for optimization purposes. Select the brushes and hit ctrl+t. Read more on that here: http://www.optimization.interlopers....er=func_detail
In fact, I would recommend reading all of that. It is very important your map runs well.

Also. It seems very small, and enemies can see each other out of spawn. Reminds me more of a trade map than a competitive map.
 
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Old 06-23-2012, 08:53 PM   #9
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Quote:
Originally Posted by Amidio View Post
You should func_detail those arches and stairs for optimization purposes. Select the brushes and hit ctrl+t. Read more on that here: http://www.optimization.interlopers....er=func_detail
In fact, I would recommend reading all of that. It is very important your map runs well.

Also. It seems very small, and enemies can see each other out of spawn. Reminds me more of a trade map than a competitive map.
Not done with the layout yet. I'm going to have something on the side opposite the stairs. I just saw how big the game's train models are as well, so I definitely have to pull everything back farther. Stairs are going to lead up to a room overlooking the hill, which I hope creates a tactical vantage point. Trains and tracks in the middle obstructing the view you mentioned.

Putting a little more thought into this than what I'm showing right now ^^
 
Last edited by Warjunkie; 06-23-2012 at 09:00 PM.
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