Map scaling

Discussion in 'Mapping Questions & Discussion' started by NoirSuede, Jul 19, 2015.

  1. NoirSuede

    NoirSuede L2: Junior Member

    Positive Ratings:
    How do i make sure that an area's HU feel "fit" ? Because it seems that when i make an area say 512 HU, it looks big in Hammer, but when i open the map ingame it feels way too small, so i make the area bigger in Hammer, but now it feels too big, so i adjust it again ad nauseum.
  2. Shogun

    Shogun L6: Sharp Member

    Positive Ratings:
    3 things you can do:

    - Open decompiled valve maps in hammer and see how big areas in official maps are.

    - Read this article on scale by grazr:

    - Submit your map for testing and see if people complain about areas being too open or too cramped, then adjust the scale based off of feedback.
  3. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

    Positive Ratings:
    Everything Shogun said is good advice.

    I would also add that it never hurts to drop an info_player_teamspawn, payload cart prop, or control point prop into hammer for a quick reference. I place temporary teamspawns all the time whenever I'm constructing a new area or object to make sure that its scale doesn't look crazy.
  4. tyler

    aa tyler snail prince, master of a ruined tower

    Positive Ratings:
    I use the Heavy player model. If you leave it as a prop_static they don't compile so you don't have to remove or hide them. I put the fade distance at 1024 or whatever a sentry range is so I can judge that also. Helps a lot.