This then can be tapped with the terrain morph brush to make it a little uneven, concentrating around the edges of the cliffs. The ground needs to be made so the displacement on the top is flush with the nodraw base to make maximum use of the space. When I refer to the ground I am refering to the lowest point of your outdoor section this generally manifests itself as one large brush covering the bottom of the room. With the guiding walls in place I need to place the ground in next. You may have also noticed that I have altered the hight of the walls of the room containing the cliffs, you should be prepared to do the same, displacements are fluid in there construction and you should be prepared to giveway a little bit to accomidate them. I repeat this process on all the cliffs until they are fairly irregular while still holding their basic shape. It has its place but not in cliff construction. You may have realised I haven't used the subdivide command to achieve this, this is simply because it can destroy the shape of the walls and lead to a confusing layout. Think of it as if you were a blacksmith gently beating out the shape of a bowl or something similar just lightly tapping it will give a more pleasing shape.įinally using the X axis and Y axis alteration I need to pull out the sides and push in the corners to give it a more rounded look. Next I need to make the top more rounded and uneven so using the Terrain morph brush at its highest setting I push the surface up and down gently using a tapping action on the mouse key. And then neaten it up by using the Sew command. The next stage is to rough them up a bit, with all the sides selected (but not the tops) I then add a noise of a maximum 64 minimum 0 to them. The top generealy is covered in grass or at least a fine top soil on most cliffs and so I want it to be smoother so I set the displacement resolution a little higher (3). First we need to make them displacements, since I want the cliff sides to be rough and angular looking I set the displacement at its lowest setting (2). Now we have our basic building blocks down we need them to look like cliffs. The player also needs to travel higher point in the map so in the bottom left corner there needs to be a hill or mountain to climb, since I want it to be an obvious destination it needs to be higher than the containing L shaped wall so I will make it two teared, each level acting a step in the players ascent. The initial direction is from the top left to the bottom right so an L shape against the top right is required. these are the basic corridor walls that keep the player on track. With the route descided the next stage is to decide what the core componants of your map will be. I want the player to make use of most of the space in this section and I need him to exit on a higher level (NOTE: It is easier to restrict a players movement on an ascent rather than on a decent as the player could simply jump off if they choose to). The 'S' represents the start point and the 'E' is the end point. Next in your mind or on paper decide what you need to achieve in this section and the direction of travel. Start with your basic room, four walls a roof and a ceiling, texture them in the sky texture with the exception of the floor which should be a covered in the nodraw texture. So without a further ado I will lead you through a step by step guid to create an interesting route through realistic looking cliffs. The emphisis is on route first, visuals second. I have a route through my map that needs to look like its outside. With this in mind the correct question is thus. I will underline this There is no difference between a set of concrete corridors and an outdoor area at the most basic level. A good mapper will disguise this basic fact by clever design and interesting visuals. Every map made for Half-Life 2 is nothing more than a series of rooms and corridors that lead the player from one problem to overcome to the next. The problem is that this is the wrong question. Many people want to know how to make realistic outdoor environments. This tutorial is designed for intermediate to advanced map designers.
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