[Help] How to make a plateform ?

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
Hello everybody, I post here because I was wondering : what prop should I use in order to make a plateform ?

More precisely, I'm building a kind of giant warehouse, and I want people outside to be incited to "assalt" (well, enter) it. So I will make multiple entrances relying on "stairs" next to windows, and I would like those windows to lead player on "plateforms", maybe spytech-like, made of a grid-floor and some railings, that would give incoming players some advantages on people inside the warehouse.

And I was wondering how to make these ? Should I McGiver it with brushes and a grid texture ? Or do some models fill this role ?
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
I'm building a kind of giant warehouse

Hoo boy.



To answer your question, I'd say you should type 'railing' in the model browser and look for appropriate railing props, then make the actual platform with brushwork; Thin brushes with a metal beam texture for the edges and, then a grate texture for the big brush(es) in the middle.
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
Thank you :)

You search link doesn't provide answers. I guess it's one of the checklist "Do not make giant areas" ; actually, when I said "giant warehous", I didn't mean "Aperture Warehouse" but, something like "giant room that looks like a kind of warehouse". The lines of sights are pretty limited in it, and the more global your point of view is, the more exposed you are.

Okay, thank you for your answer again, I'll try that and say what it gives.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Thank you :)

You search link doesn't provide answers. I guess it's one of the checklist "Do not make giant areas" ; actually, when I said "giant warehous", I didn't mean "Aperture Warehouse" but, something like "giant room that looks like a kind of warehouse". The lines of sights are pretty limited in it, and the more global your point of view is, the more exposed you are.

Okay, thank you for your answer again, I'll try that and say what it gives.
What I tried to say was that it's very common for first time mappers to build what's basically a single boring square room with some random geometry/props thrown in and name it koth_warehouse.
The link doesn't seem to work now for some reason, but it was a forum search for threads named 'Warehouse'. It resulted in seven threads, practically all of them either first maps of parodies of such maps.
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
Damn, it's not far from what I did :/
My actual approach was different, though : I made a pile of containers as a big part of the map (not the hill to capture, though), and then I realised that the space was too open and I decided to build a warehouse around.

But, to continue my description, the idea is not to play in a giant boring building with some random props (that would be copying ctf_turbine =p), but to make two rooms (blu/red) filled of containers, with a limited visibility, that you would have to leave to defend the hill, or to invade to capture it.

EDIT : worked very well, thank you :D
 
Last edited:

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I made a pile of containers as a big part of the map (not the hill to capture, though), and then I realised that the space was too open and I decided to build a warehouse around.

Exact same thing to us.

You will learn much more from trying to build up an actual layout. It's hard at first, no doubt, but it really is how you learn the most (and produce the best maps).
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
There are some layout ; actually, I added most of them after building the warehouse when I realised that the "two labyrinths of containers and a no man's land" thing was kind of boring :)
(thats why I needed these plateforms =p)