Symmetrical maps: what order?

DragonFlame

L1: Registered
Apr 23, 2008
38
2
I am making a 5 CP map, and i want it to be symmetrical, I have all the base brushes and stuff, but now im thinking, what order should you make symmetrical maps?

A)

Basic brush work for one side

reflect

entities

details


or

B)

Basic brushwork

Details

reflect

entities.


Or anything else. thanks :blush:
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
-Brushwork 1 side
-flip it
-entities
-test
-adjust map till it plays very good
-test
-details
-nice difference between red and blu (2fort)
 

Laz

L420: High Member
Jul 5, 2008
461
35
generally you only want the layout the same, copying lighting and stuff over as well, will make them to similar. you need 2 completely different atmospheres, yet in the same layout. so do basic brushwork with dev textures, then copy it and add your detail, trims, steps, nooks and stuff
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
When I did my sniper map which is as symetrical as it can be (one side dirt displacements, one side concrete) I did almost all the brushwork on one side and textured it.
(I also did displacements which I now realize I should've left as brushes and did last. But if your whole map has the same ground I think it's best to do them first, then one team doesn't have ground advantage/disadvantage).

I also added lights. I think it's important to do lights on one side and copy them. Really what you want is a duplicate. If you recreate the lights for the second side it won't be the same so one side might end up with a lighting adantage (bright spots to see other team better/dark spots to hide in).
I made all mine on one side with a yellow tint. After I copied the other side I changed those to a blue tint. The brightness and radius stayed the same though. Of course the light fixtures will be different.

If you copy your first side and paste it into a new file you can use the swap tex feature to swap all red tex to equivelant blu tex, then fine tune with your details. Then copy that and paste back into the other map.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
47
Select all the brushes you want to reflect over
Copy and paste, then right click -> flip vertical + flip horizontal. Then move the brushes into place
 

Phoenixphire

L1: Registered
Jul 11, 2008
5
0
Select all the brushes you want to reflect over
Copy and paste, then right click -> flip vertical + flip horizontal. Then move the brushes into place

Sorry, I know I sound retarded.

I need a better explanation. I can copy and paste, but not sure how to make the whole thing turn 180 degrees.

I want to make a mirror image, like tf2 2fort.

Thanks for your help.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
to turn something 180 degrees press cntrl+m, than use the Z axis
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
1. Shift + mouse dragging is easier than copy/paste, as copying and psting pastes the results offset, even off the grid.

2. Use Ctrl+L for a horizontal flip and CTRL+I for a vertical, what horizontal and vertical are depends on what 2d view you are using.

Put these two tips together and reflecting pieces for symetrical maps is easy, shift and drag to the other side, around where you want it, Ctrl+I and Crtl+L, then slide it right into place.
 
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