General size

Nov 14, 2009
1,257
378
As a basic guide to a noob, what is a good size for, say a control point area in a 3 CP map?

By size, I mean in Hammer Units, not in like capping time. What are some other good sizes to keep in mind? How tall is a person in HU? etc...
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Generally, I use the info_player_teamspawn to judge size. You can make a prop and set it to th heavy, if you really want, but that works almost as well. Generally you want all spaces to be 8 people minimum across, to prevent explosives from becoming over-powered. I would say make it 1024x1024 minimum, but put in plenty of debris and objects to take cover behind.
 

Tinker

aa
Oct 30, 2008
672
334
Dustbowl is actually a pretty bad map for this, because it's so tight and can lead to spam. Badlands does pretty much everything well, check that out.

EDIT: although in your case you should obviously check out gravelpit.
 
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Trotim

aa
Jul 14, 2009
1,195
1,045
General size for your CP? Smaller than you think it should be.

If I've learned anything from gameday it's that every first map someone makes is too large. A doorway usually only lets one to two people through, so keep that in mind and use the doorway props and the TF2 character models as a rough estimate.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You can use the player models as reference, throw a couple of them down as prop_dynamic, along with some other recognisable static props will help you scale everything. You can place a sentry down as well, its range is 1100 units so if you set its fade distance to that you can predict good sentry positions etc.