Mapping a Forest

Nexion

L1: Registered
Aug 4, 2010
4
0
I'm making a forest style map and trying to figure out how to make it, because spamming prop_dynamics with the tree model doesn't work. I want to have the borders of the map surrounded by trees then trees providing the pathway through the map.
Anyone know how do to something like that?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
First off you want to use prop_statics and spamming the trees is pretty much your only option if you want to do just a forest. You'll need to think of creative ways to use buildings and ground formations to create your game space.

Think of what is in a forest besides just trees. Streams, rocks, cliffs, hills, etc. Researching pictures of forests might help as well.
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Using the pre-existing tree models to make a dense forest isn't going to work. You'll have to either work with lots of rock walls with trees on top of them, or make new trees.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Yeah, the existing set of trees suck. No offense to any creators. But I've been "pruning" them out of my swamp map and banishing the remainder to out-of-play areas.
 

Codename22

L1: Registered
Sep 16, 2008
46
21
I'd just like to give you some advise here since I tried a similar thing (and failed) but trees don't fully break sight lines so adding an invisible wall behind then would look a bit weird so you have to think of stuff to put in between otherwise optimizing could be a real problem.
Just a thing to keep in your mind...
Good luck with your map tough :)
 
Apr 13, 2009
728
309
Take a good look at sawmill for hints. That may not be exactly what you want to do but it's a realistic approach.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
I did something like that for a section of the map I'm working on, and found that you only need two dense layers of trees to make it look alright (I used the 4cluster prop). However, since the trees don't actually stop the players unless you use bounding box physics (which might work if you do them in straight lines with only 90-degree angles), you'll have to use a player clip brush to define the actual layout.