- Feb 8, 2012
- 3
- 0
I hear that people don't like water very much. I understand it invalidates a whole class and makes others crazy jump.
However, I am planning to put water into my map because I believe it to be an integral part of the map. Without the water the map is a very boring payload map. I've read all the tutorials and what I should and should not be doing from the beginner's stand point.
Also, I'm beginning to add visual variety to my maps (all in that nice orange texture we call dev), but in order to "hide" certain vertices, I've placed "rocks" to intercept ground to give that desert look. I've also added clip brushes to help avoid that stuck-in-something feeling.
So, here are my questions. How do I make water move down to simulate draining away? How do I make water move thirty seconds after blue caps a payload point? Is it Ghostbuster Bad to have brushes intersect other brushes?
Thanks for reading all this.
--HardWearJunkie
However, I am planning to put water into my map because I believe it to be an integral part of the map. Without the water the map is a very boring payload map. I've read all the tutorials and what I should and should not be doing from the beginner's stand point.
Also, I'm beginning to add visual variety to my maps (all in that nice orange texture we call dev), but in order to "hide" certain vertices, I've placed "rocks" to intercept ground to give that desert look. I've also added clip brushes to help avoid that stuck-in-something feeling.
So, here are my questions. How do I make water move down to simulate draining away? How do I make water move thirty seconds after blue caps a payload point? Is it Ghostbuster Bad to have brushes intersect other brushes?
Thanks for reading all this.
--HardWearJunkie
Last edited: