CP Amelinium

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
Map is attack-defend type, like cp_steel.
Map has a lot of small rooms for spies, campers and tele-engies.
 
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Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Should i continue this map or it's really too small?

You could use the transform tool to make it bigger, and add extra paths.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
If you're going for something like Steel, you have to keep things close together, but yeah, you've also got to make sure all your points are on separate battlefields. Steel is pretty unique in how it uses dynamic elements to keep people going to the right point, so it's pretty hard to replicate it's approach.

None of that is any reason just to stop working on it though. You should look at what you have, figure out what you like and what you don't, and start revising.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You could use the transform tool to make it bigger, and add extra paths.

Never ever do this. Scaling an entire map will more than likely create odd prop placement, weird brush dimensions, and generally look silly. Redoing everything by hand with proper scaling in mind is much better practice.

From the screenshots it's obvious the map is too small, so it seems that you don't have a good grasp on TF2 scale yet. Steel-type is a rather hard mode to map for; I suggest trying 5cp push or koth first, as those are more forgiving gamemodes to map for.

Also +1 for being Polish
 

Toxindude

L3: Member
Aug 2, 2012
103
4
Bbbbllllluuuuuueeeeee!!!!! :)
 

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
Alpha 1

MAPS NOW PLAYABLE!!! (screens are actual)
 
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Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
How can i change threads name?
How to fix leaks between displacements?
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
To change the thread name, you'll need to PM a site staff to request the change.

As for displacement leaks, do you mean leaks as in entity leaks or do you mean it's now "sewing" which gives you physical and visible holes.

For the entity leaks, displacements don't seal that map. You'll need to place a nodraw textured brush under the displacement to properly "seal" the map. Just be careful, that if a displacement dips into a nodraw brush, then you'll get a crappy looking black spot. You'll want to make sure that any dips you have in the displacement stay above the nodraw.

For the visible holes, you'll need to make sure the grid pattern that appears on the displacement line up with the side that you want to "sew" (or, make it so it doesn't have holes. It's like sewing 2 piece of fabric together). The easiest way to do this is make sure that both the displacements are either the same power (so, both power 2) or are multiples of each other (power 2 and a power 4). The better technique is to just make sure they are the same power. Then you need to make sure that the edges that you want to sew are the same length. So if you want to sew together 2 square displacements on a single edge, then the 2 edges need to be the same length and in line with each other. So both of their vertices are on top of each other.