Need help with Height variation please.

The Wiggin

L2: Junior Member
Aug 9, 2011
50
2
I am currently and have been creating my first ever map (its a payload) as part of a year 12 research project, I have spent hours and hours researching the use of hammer (doesnt mean im any good) and am now actually beginning to make my map. However during my research the most common recommendation was to have a fairly large amount of height variation and after doing a small amount of work on the area around my blue spawn I have realized that I have very little and would love some advice. Any other advice would also be great.

I have seen some people on this forum even use paint to sketch out some ideas and anyone willing to do that would instantly become one of my heroes.

Here are some pics (I still have alot of work to go. Taken in hammer, not in game)
If people want to have more pics, let me know.

Thanks in advance for any help.

hammer2012-01-0910-51-46-91.jpg


hammer2012-01-0910-51-34-72.jpg


hammer2012-01-0910-51-18-52.jpg


hammer2012-01-0910-51-04-13.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
On an unrelated note, that taller bluish building seems to be improperly textured. Like you stretched it out by accident. Always turn off texture lock except when you're rescaling overlays. Trust me, anything you'd need it to do can be done better manually by tweaking the scale variables in the texture dialog.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
On an unrelated note, that taller bluish building seems to be improperly textured. Like you stretched it out by accident. Always turn off texture lock except when you're rescaling overlays. Trust me, anything you'd need it to do can be done better manually by tweaking the scale variables in the texture dialog.

Those textures you're using have three versions- one with damage at the top, one without damage, and one with damage at the bottom. The idea is you use the three of them on three brushes for the full effect.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You should really be designing in height variation at the planning stage, IE when you're drawing your layout on paper.

Height variation is more than just providing a variation in combat, though that is a big factor it's also useful for controlling or at least influencing player flow through a space.

For good examples see badwater basin.