Symmetrical maps: what order?

Discussion in 'Mapping Questions & Discussion' started by DragonFlame, Jul 9, 2008.

  1. DragonFlame

    DragonFlame L1: Registered

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    I am making a 5 CP map, and i want it to be symmetrical, I have all the base brushes and stuff, but now im thinking, what order should you make symmetrical maps?

    A)

    Basic brush work for one side

    reflect

    entities

    details


    or

    B)

    Basic brushwork

    Details

    reflect

    entities.


    Or anything else. thanks :blush:
     
  2. Snipergen

    Snipergen L13: Stunning Member

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    -Brushwork 1 side
    -flip it
    -entities
    -test
    -adjust map till it plays very good
    -test
    -details
    -nice difference between red and blu (2fort)
     
  3. Laz

    Laz L7: Fancy Member

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    generally you only want the layout the same, copying lighting and stuff over as well, will make them to similar. you need 2 completely different atmospheres, yet in the same layout. so do basic brushwork with dev textures, then copy it and add your detail, trims, steps, nooks and stuff
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

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    When I did my sniper map which is as symetrical as it can be (one side dirt displacements, one side concrete) I did almost all the brushwork on one side and textured it.
    (I also did displacements which I now realize I should've left as brushes and did last. But if your whole map has the same ground I think it's best to do them first, then one team doesn't have ground advantage/disadvantage).

    I also added lights. I think it's important to do lights on one side and copy them. Really what you want is a duplicate. If you recreate the lights for the second side it won't be the same so one side might end up with a lighting adantage (bright spots to see other team better/dark spots to hide in).
    I made all mine on one side with a yellow tint. After I copied the other side I changed those to a blue tint. The brightness and radius stayed the same though. Of course the light fixtures will be different.

    If you copy your first side and paste it into a new file you can use the swap tex feature to swap all red tex to equivelant blu tex, then fine tune with your details. Then copy that and paste back into the other map.
     
  5. Phoenixphire

    Phoenixphire L1: Registered

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    How do you reflect?

    I am new to this, and am making a CTF map with identical sides...
     
  6. samn

    samn L4: Comfortable Member

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    Select all the brushes you want to reflect over
    Copy and paste, then right click -> flip vertical + flip horizontal. Then move the brushes into place
     
  7. Phoenixphire

    Phoenixphire L1: Registered

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    Sorry, I know I sound retarded.

    I need a better explanation. I can copy and paste, but not sure how to make the whole thing turn 180 degrees.

    I want to make a mirror image, like tf2 2fort.

    Thanks for your help.
     
  8. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    to turn something 180 degrees press cntrl+m, than use the Z axis
     
  9. Dox

    Dox L8: Fancy Shmancy Member

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    1. Shift + mouse dragging is easier than copy/paste, as copying and psting pastes the results offset, even off the grid.

    2. Use Ctrl+L for a horizontal flip and CTRL+I for a vertical, what horizontal and vertical are depends on what 2d view you are using.

    Put these two tips together and reflecting pieces for symetrical maps is easy, shift and drag to the other side, around where you want it, Ctrl+I and Crtl+L, then slide it right into place.
     
    Last edited: Jul 11, 2008