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bungy

L1: Registered
Jun 23, 2012
10
11
optSceB.png

How do you make rocks without it lookin like jello in slow-mo
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
optSceB.png

How do you make rocks without it lookin like jello in slow-mo

higher vertex density, smaller brush size, smaller move distance, alt+leftclick for picking direction.

Plus patience. It's a skill that has to be learnt.

Don't be afraid to move verts parallel to their surface either. look at hydro and gravelpit to see how they made steps in their cliffs.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Because more people play on trade server then servers with custom maps.
That actualy depends more on the quality of the gameplay. With maps that have a poor gameplay it indeed is true, but with good gameplay (which with enough playtests can be achieved) the chance that people play it in pub is much larger.

There are still many servers that specificly want custom maps even if they are a bit less quality in detail. As long as the gameplay is good they want it.

I even noticed that with MvM. There is a small community (since mvm is quickplay based most probably never will witness such map) yet that community does still play the early day custom maps mixed in with more recent ones.

Dont make the fear of people never playing your map true. The chance is allways there, but to me with trade maps i still get that feeling that people just pick a random one rather than picking the best. Since its ment for trading they dont care about gameplay or even if the map looks good and already accept a map like achievement_idle. A good looking map does increase chances but by far not enough.
Especialy since gamebanana has alot of spam of such maps i would actualy say that as trade map you have a far smaller chance that people will see it. It might be on more servers overall, if its only on for 10 minutes a day its often not worth it.

While if you have a quality map, that map can be in a normal server and be played much more.
optSceB.png

How do you make rocks without it lookin like jello in slow-mo
This is probably the best guide made to explain displacements rocks:
http://forums.tf2maps.net/showthread.php?t=798

not everyone might have the same end result as style (some prefer sharper rock edges for example - and some do it based on other system) the method is simply the easiest to learn and use.
 

xzzy

aa
Jan 30, 2010
815
531
That actualy depends more on the quality of the gameplay. With maps that have a poor gameplay it indeed is true, but with good gameplay (which with enough playtests can be achieved) the chance that people play it in pub is much larger.

There are still many servers that specificly want custom maps even if they are a bit less quality in detail. As long as the gameplay is good they want it.

But it's a verifiable fact that custom maps will drain servers. Not just because quickplay won't put players on custom maps, but because pubs generally aren't interested in learning new maps. The penny arcade server has that problem every single Friday, Upward or Gorge will bring in the pubs and put us at 24/24, then switching to cp_randommap_b2 will generate a slow exodus of people leaving, even if it's a good map. Two custom maps in a row are almost guaranteed to kill the server.

It's just a sign of the times, if you want to run custom maps, you're gonna need an interested community.
 

xzzy

aa
Jan 30, 2010
815
531
oh hello there competitive players, how long have you been there?

Yeah, that's a good point. The UGC guys in particular are slobbering for new maps. The process for getting them to play the maps is a bit different but they will gobble that stuff up and write books worth of feedback.

I'm surprised competitive players don't post here more often looking for maps, it seems like a match made in heaven.
 

SSX

aa
Feb 2, 2014
392
411
Curious question, what could invalid displacements do to a level if they're not fixed?