3 questions regarding: Mountain on the side of the map, particle FX for crashed train, brush funcs.

N0VA

L1: Registered
Oct 16, 2016
23
4
I have been working on my map and i came up with the idea that there are 2 huge mountains on the left and right side of the map (vertically aligned)
But is this actually a good idea?
I'm not sure if it would hinder team recognition but it may, however, create a nice sight without too many distractions since all there is is a mountain, i have applied some random displacements on it to make it look more natural but would the vertex tool be a good thing here?
wO8EHZk.jpg


I also have a question regarding particle effects,
The train you see in this image is "crashed" in the tunnel.
D8YzXj4.jpg

(There is a rock in the tunnel that you can't see from this perspective, but you can on the ground wich is at the same height)

I really like the train tracks at the beginning from maps like viaduct and trainsawlaser, however, i have yet to master how to make them function such as in well. I'll probably implement them later as i learn more but for now, i held it empty.

This, however, would be a problem, since there are rails and 2 doors. The player would expect a train to pass at any moment and thus wait for it to pass, or the constantly keeping an eye out when nearby.
This would only waste their focus on real possible threats (or anything like that) to explain why there is no train passing, i had the idea to look as if the train was crashed in the tunnel. Blocking the path for other trains.
So it would make sense to the players that the rails are safe to cross.

I'm looking for a particle effect however that leaves a fitting smoke trail behind as if the crash had occurred mere minutes ago.

Final question: What purpose do the "thin" "occluder" & "func_areaportal" brushes have

TL : DR are left and right mountains a good idea and i need an after-train-crash particle effect.
Thanks a lot
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
Mountains like that does not influence team recognition in any sort of way since those textures were made with team recognition in mind in the first place.
To be completely honest, the mountain looks like a balloon. You can improve your displacement work by using vertex tools to create mountain-like geometry first and then apply displacement. Remember, Displacement tools are for minor detail. For general shape, you are recommended to use vertex tool first. Valve developer wiki got something to say about displacements
Or you can put some rock props in the 3d skybox to enlarge it by 16 times and actually look like a believable mountain.

I'll skip the particle system question because I have never used it before.

I can answer some of your question. func_areaportal is essentially a door. This door tells your computer to render what can be seen on the screen. Without this, your computer may render some stuff behind walls which will do nothing but harming your fps. Check this.

Occluder is used when you want a prop to cut visleaf. (visleaf is this) For more info, check this

I have never heard of thin.

You should get used to using the valve developer wiki. It is a life-saver for young apprentices.
 

N0VA

L1: Registered
Oct 16, 2016
23
4
Woops, i meant the "hint" brush
Thanks for your answers i am surely gonna learn how to make a skybox like all the ones from valve.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
hint cuts visleaf. The faces that has hint textures will cut the visleaf so you dont need to have a whole brush with hint texture all over it unless you want it. (You rarely want to do this.) This video will help. that site will also help. I can guarantee you'll solve 60% of your problem on this site if you dont have prior mapping knowledge
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Remember, Displacement tools are for minor detail. For general shape, you are recommended to use vertex tool first.
Not true. You can let displacing be as major as you need. Badlands uses flat, all at the same height displacements brushes throughout the entire outdoor section of the map, and all the sand height variance is pure displacing.
This really really really depends on how well you know what you are doing and what you are doing in the first place.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Artpass map used all flat brushes too, and I wish it hadn't because it was the reason the two sides of the map weren't able to join up and most people separated them with a cave or building with a different floor.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
Not true. You can let displacing be as major as you need. Badlands uses flat, all at the same height displacements brushes throughout the entire outdoor section of the map, and all the sand height variance is pure displacing.
This really really really depends on how well you know what you are doing and what you are doing in the first place.
Well to me at least, being able to get a glimpse of the final product helped me through the workflow and I think this is the way beginners will feel more comfortable doing.