I don't mean to offend any of the mappers who made the following maps, I just played in them in muzzle's server till my connection timed out.
Tip 1:
The staircase's railing isn't well aglained. It's just rotated regular rail texture.
There are special textures that fit stair's railing.
This is one of those textures. Unfortanatly to make it fit you must make the railing from many parts, as seen in the screeni. The texture on these brushes is 1.00x1.00 so the size of that brush(lower bar on the screen) is the size you should use is the size of your steps is 16 units highX32 units wide. First make your brush and use the texture application to aglain the texture to the middle. (using the justify texture to
center or
fit and the shift option) If the texture is heading the wrong direction use the aglain to face option in the texture aplication, or add a '-' before the number in the scaling x/y value. After aglaining to all the sides of the brush turn on the texture lock and copy the brush over and over till you created the whole railing.
Tip 2:
You see that the fence hides a part of the beams, to slove this, tie the fence and the beam, to entity each one
alone.
Tip 3:
This one isn't really a problem but I want to post a little nice trick.
1)Create a brush textured with the
null texture or
{blue texture. Texture one of the sides with the net texture.
2)Copy the brush like in the screeni below. Don't do anything(changing the tool, moving around in the 3d view..ect), If you did do anything then move the second brush a bit in a 2D view and drop it in the same place it was. In the tool
menu->flip objects flip the object horzantaly or vertecly(it dependes on the window you moved it in) so the net texture will face the other brush.
3) Tie each part
seperatly to an entity.
- A TWO DIMENTIONAL BRUSH
Tip 4:
Those little holes you can't pass through below the destroyed wall, and the windows you wont even get to them create usless clip nodes. To remove those clip nodes just place a clip brush over them.(bullets, missles and grenades pass through clip brushes) You can also place over detailed cliffs clip brushes. This way you can avoid the max clip nodes error like unbreakable's casa del administrator entery, he created really detailed cliffs, so highly detailed he had to turn half of them into func_illuosnaries to remove some clip nodes. If you'll place clip brushs the walls will still be solid and you'll remove most clipnodes.
Tip 5:
Monsters can only climb steps that their hight is two times smaller then their leangth, Like in the screeni. The maximume step size is 16 units high. The regular step size(also the one used in Hl1) is 16x32.
I'll post an example map with most of these tips and a flip sign in it.