hello there, I'm pretty new to this (I know how to construct stuff in Hammer, but that's pretty much it), so it'd be really nice if some of you guys could help me out.
First, some basic level design questions:
1. Water.
I never understood why water seems to be so unpopular in terms of level design (e.g., completely removed in Gullywash). Yes, it nullifies afterburn, but afterburn is quite unlikely to kill someone anyway.
So, what should I keep in mind when making a map that's approx. one third water based?
2. Map hazards. I intended to set up stationary sawblades in a diameter around the control point (KOTH map), to make airblast a bit better and more effective against übercharge, but also for taking cover, setting up sticky traps, and making it a bit easier for spies to decloak, due to the loud noise.
But how many sawblades is too many?
Second, anbout using hammer:
Now I know you can copy/paste elements you created in SDK/hammer, but are there any resources to copy larger chunks from official maps?
E.g., I absolutely love the graphics of Hydro, and I'd really like to use them in a map that's actually playable, 'cause besides the graphics, it just isn't a very good map.
I'd like to use the dam to create a large structure with tunnels and pathways inside, but I'm fairly certain my skills aren't sufficient to recreate the damn from scratch...
Staircases would be another point, I'd like to use some similar to those on egypt, with rails on both sides, but how can you make those a bit steeper without making them look skewed?
And at last, the sawblades again. The don't really seem to fit thematically into a hydro-related map, but based on the sawblade tutorial up here, I assume it'd be possible to make other props do the same "nerve-gas" kill, using cogwheels or something similar?
First, some basic level design questions:
1. Water.
I never understood why water seems to be so unpopular in terms of level design (e.g., completely removed in Gullywash). Yes, it nullifies afterburn, but afterburn is quite unlikely to kill someone anyway.
So, what should I keep in mind when making a map that's approx. one third water based?
2. Map hazards. I intended to set up stationary sawblades in a diameter around the control point (KOTH map), to make airblast a bit better and more effective against übercharge, but also for taking cover, setting up sticky traps, and making it a bit easier for spies to decloak, due to the loud noise.
But how many sawblades is too many?
Second, anbout using hammer:
Now I know you can copy/paste elements you created in SDK/hammer, but are there any resources to copy larger chunks from official maps?
E.g., I absolutely love the graphics of Hydro, and I'd really like to use them in a map that's actually playable, 'cause besides the graphics, it just isn't a very good map.
I'd like to use the dam to create a large structure with tunnels and pathways inside, but I'm fairly certain my skills aren't sufficient to recreate the damn from scratch...
Staircases would be another point, I'd like to use some similar to those on egypt, with rails on both sides, but how can you make those a bit steeper without making them look skewed?
And at last, the sawblades again. The don't really seem to fit thematically into a hydro-related map, but based on the sawblade tutorial up here, I assume it'd be possible to make other props do the same "nerve-gas" kill, using cogwheels or something similar?