The Basic Size of the Map?

Phoenixphire

L1: Registered
Jul 11, 2008
5
0
The base size of the map should be done in how many units?

Are walls on unit thick, or 64?


Would a map, say like 2Fort, be 600 units long, or 16,000?


I have no sense of scale yet.

How big should things be? Are people 10 units tall, or 1000?

Any info would be greatly appreciated.
 

drp

aa
Oct 25, 2007
2,273
2,628
im not sure how 'everyone' does it, but i use props to guage my scale.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I use 16 as my default wall thickness, and it seems to work pretty well.

EDIT: You can try placing a prop_static in your map and setting its world model to one of the TF2 classes, such as Heavy, and gauge your map size by that.

There is no answer to your question about a map's lenght from one end to the other. It can be anything.
 

Laz

L420: High Member
Jul 5, 2008
461
35
I use 16 as my default wall thickness, and it seems to work pretty well.

EDIT: You can try placing a prop_static in your map and setting its world model to one of the TF2 classes, such as Heavy, and gauge your map size by that.

There is no answer to your question about a map's lenght from one end to the other. It can be anything.
I also use the heavy :D
although part 1 of stage 2 of my map turned out a bit big, will need to add some more buildings later
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
For concrete walls: atleast 32 units, have you ever see a concrete wall that was a few inch thick?
Wooden walls: 4-16 units, if you go higher its to thick, go lower and it snaps.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
For concrete walls: atleast 32 units, have you ever see a concrete wall that was a few inch thick?
Wooden walls: 4-16 units, if you go higher its to thick, go lower and it snaps.

I live in a house with concrete walls, and it looks like if they were in TF2, they would be 16 units. Maybe 20 or something, but definitely not as thick as 32.

(I get your point, though)
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
I live in a house with concrete walls, and it looks like if they were in TF2, they would be 16 units. Maybe 20 or something, but definitely not as thick as 32.
Than the walls are not concrete enough, lol :)
 

cornontheCoD

L420: High Member
Mar 25, 2008
437
70
For concrete walls: atleast 32 units, have you ever see a concrete wall that was a few inch thick?
Wooden walls: 4-16 units, if you go higher its to thick, go lower and it snaps.

yeah but if it is a wall that the player only ever sees one side of, does it really matter? I go 16 units thick for most walls that the player can't see the thickness of
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
I have info_playerspawn as my default point entity, so I just make one of those wherever I need a scale reference.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I have info_playerspawn as my default point entity, so I just make one of those wherever I need a scale reference.

I do this also, though a TF2 player is a tiny bit bigger.

16 is a good unit size for wall thickness as other people have suggested. Don't make your map too big, people don't like running around looking for combat. Atleast this isn't a part of TF2.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
The "average" player height is 72 units.

I start on a 32 unit grid, and make my walls thinner only if necessary for aesthetics.
 

Gadget

aa
Mar 10, 2008
531
527
For reference I often use a default prop door. As height for rooms I use 176, 192 or 256 most of the time which looks pretty good. I also use the 1024 grid in hammer which is essential for the visleafs later in the game. So 1024 of height is usually 4 floors, 256 each (192 room height + 32 floor + 32 ceiling) for a concrete building.