Best way to put a huge section of a map underground?

Kazagin

L3: Member
Aug 4, 2009
130
9
I'm working on a GravelPit style CP map, and part of it (the entire area surrounding point B) is supposed to be underground.
It needs to be about 3500 units below the area housing Blu's Spawn.

What I'm wondering is, What would be the best way to transition from Spawn to B?
I need it to keep the theme of a mine.
 

Dr. KillPatient

L3: Member
May 10, 2009
115
8
I suggest using floors linked by alternating ramps if you're really set on 3500 units. In my opinion, though, 3500 seems way too much unless you plan the underground area to be huge horizontally. If you have no specific reason for such a massive distance, you may want to consider 512 or 1024.
 
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Nutomic

L11: Posh Member
Feb 7, 2009
888
177
3500u height difference wont work, you will have incredibly long stairs/ramps, and please dont try to use elevators D:

Also, you could just place the cave area a little bit lower than the rest of the map, but put a mountain or something above it.
 

Kazagin

L3: Member
Aug 4, 2009
130
9
Trust me, it is massive. Plus, I have the "Blast Furnace" family of props being used.
The total height is a shy under 3000, so 500 extra units gives me a bit of wiggle room.

I can't really do the whole mountain thing because it would look really out of place.

And would elevators be a huge performance killer or would they glitch up or what?
 
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Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Elevators shouldn't be used for the same reason ladders shouldn't be used. They restrict movement and aren't used in any Valve maps.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Why not just make the mountain or whatever it's in taller?
 

Kazagin

L3: Member
Aug 4, 2009
130
9
I could do that, but the rest of the map is a jungle.

Actually... I have been meaning to put a waterfall in, but I couldn't think of a way to fit it in.
Alright, now I know what I'm gunna do. I'll put it down to about 1000 units, with my original setup and put a huge wall up, and have my waterfall fall down said wall. :D

Thanks, everyone. :D
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I have had an experience with large height differences myself, and ran into similar problems. While my wall was little over 800 units, I still noticed how incredibly tedious it was to traverse. Being outdoor, my solution was that players could either take the tedious stairs, or simply jump off of the top into a puddle of water. The other trick was to put second resupply areas into the bottom of my structure, so that while players still had to get there, they could resupply easily once there. So, while the whole walking through a waterfall idea is good, if you want to get a bit gimmicky you could have them jump off of some scaffolding, landing into a high-pressure air passage, which would catch them and give them a soft landing.
 

phoenixfire2001

L1: Registered
Feb 6, 2010
4
0
Make "mine teleporters" maybe? Yknow there's this function when you enter an area you get teleported somewhere else that's used in some idle maps?
Make a sort of mine shaft that goes straight down, with a little platform and a nice teleporter particle effect on it, and when you step on it you get ported right down.
 
Nov 14, 2009
1,257
378
OR, make it look much longer than is actually is: Really long tunnel, with a teleporter effect a little bit down from the top.
 

Azazoth!

L1: Registered
Feb 6, 2010
33
14
Or you could have the red spawn for the first stage be at a mining elevator, with the blue spawn at the beginning of the second stage at the bottom. Implied between-stages transition! It could work.