scaling

Discussion in 'Mapping Questions & Discussion' started by Twist.vmf, Sep 22, 2016.

  1. Twist.vmf

    Twist.vmf L7: Fancy Member

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    okay, if you have played my maps power feud or kill zone express you might have said "overscaled"
    can i please ask that you be more specific, also realize that both maps are based in industrial settings
    where they would need to be big and tall in order to fit equipment in them.

    thanks.

    p.s. it's called Kill Zone for a reason
     
  2. Nicky

    aa Nicky Lets try something new!

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    "Over scaled" means that the map is too big. It takes too long to get from a certain location to another. Take a look at some official maps in game. Run around and see how long it takes for you to get to a certain point. For example, since you are making a KotH map, load up Viaduct and see how long it takes for you to run from spawn to the control point. Usually it's good to have a nice understanding of a gamemode and how it plays when your map for it.

    Also, download some of the decompiled Valve maps and load them up into hammer. Decompiled maps can be found here: https://tf2maps.net/threads/valve-maps-decompiled.5952/ . See how big some areas are in terms of units. Compare that to your own map, and maybe try to make the sizes of your map more similar to that of the official maps. You should also check out the TF2 Mapper's Reference: https://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference . In this, you can see class speeds, jump heights, and many more. It's not a bad idea to have this bookmarked in your browser for quick and easy access.

    Also, I understand you want it to be industrial themed, so it "needs to be big to fit big machinery", but you have to be careful with letting your theme determine your layout. Don't feel limited and forced to have certain layout aspects (especially if they are bad) just because the theme says so. Map a layout, and then when you get to detailing determine how you want to fit that in. (It's not terrible to have a rough idea how you want to detail an area even if you are still in alpha, but don't force your layout to fit that.
     
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  3. dryerlint

    dryerlint L5: Dapper Member

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    Remember that not all of the map has to be playable. You can put big equipment or vistas behind a window or a fence, where it will look pretty but not obstruct gameplay.
     
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  4. Twist.vmf

    Twist.vmf L7: Fancy Member

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    i know. :/
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    *makes a map where players are killed by trigger_hurt as soon as they spawn*
    It's called murder box for a reason. Wait, where are you going? Now you know why that happens, it's fun right?
     
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  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Overscaled and underscaled doesn't always mean how big or small the map is in general, but how big or small areas are. Even entirely indoor maps like Junction or Turbine cut up their areas into smaller rooms instead of having large open spaces. Your map, Power Feud, had a lot of large open boxy spaces with straight and boring hallways as well as needlessly complicated "jumping puzzles" and at one point really annoying exploding barrels.

    When something is overscaled, that means it doesn't fit the realistic scale of TF2 and doesn't make sense to be as bit as it is. Something you can do is use the heavy model to help gauge the size of each area of the map and get an idea of how players will look while in that area.
     
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  7. Twist.vmf

    Twist.vmf L7: Fancy Member

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    it is called kill zone because of the large open battlefield. i didn't even know there was a trigger_hurt :\
     
  8. dryerlint

    dryerlint L5: Dapper Member

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    Pretty sure Swordfish was just making a joke, he wasn't actually talking about your map :)
     
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