General size

Discussion in 'Mapping Questions & Discussion' started by Grim Tuesday, Nov 21, 2009.

  1. Grim Tuesday

    aa Grim Tuesday

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    As a basic guide to a noob, what is a good size for, say a control point area in a 3 CP map?

    By size, I mean in Hammer Units, not in like capping time. What are some other good sizes to keep in mind? How tall is a person in HU? etc...
     
  2. Tapp

    Tapp L10: Glamorous Member

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    Generally, I use the info_player_teamspawn to judge size. You can make a prop and set it to th heavy, if you really want, but that works almost as well. Generally you want all spaces to be 8 people minimum across, to prevent explosives from becoming over-powered. I would say make it 1024x1024 minimum, but put in plenty of debris and objects to take cover behind.
     
  3. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    Look at maps like dustbowl for references, they can help alot. :)
     
  4. Tinker

    aa Tinker

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    Dustbowl is actually a pretty bad map for this, because it's so tight and can lead to spam. Badlands does pretty much everything well, check that out.

    EDIT: although in your case you should obviously check out gravelpit.
     
    Last edited: Nov 21, 2009
  5. megawac

    megawac L4: Comfortable Member

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    And if you havent take a look at the general design theory of the game: 1, 2, and ya... thats all... over this site
     
  6. Trotim

    aa Trotim

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    General size for your CP? Smaller than you think it should be.

    If I've learned anything from gameday it's that every first map someone makes is too large. A doorway usually only lets one to two people through, so keep that in mind and use the doorway props and the TF2 character models as a rough estimate.
     
  7. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You can use the player models as reference, throw a couple of them down as prop_dynamic, along with some other recognisable static props will help you scale everything. You can place a sentry down as well, its range is 1100 units so if you set its fade distance to that you can predict good sentry positions etc.