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How To Make A Proper Surf Map .::Part 1::.
Difficulty: Intermediate
Category: CS > MappingAuthor(s): AceTrigger

L=length W=width H=height

Skies


Almost all surf maps are outdoors (occasionally indoors). For this tut I'll be using an outdoor surf map. Start with a brush with dimensions of 5120x5120x5120 (I know it's huge). Texture it with the sky texture (can be found in de_storm.wad). Now select it and click Tools->Make Hollow or press Ctrl+H. A box should come out. Where it says 32, change it to 8 and click OK. Now the surf ramps and everything else will be inside the hollow box.

The Ramp


Make a brush that is 192x256x386. Height is 256. Texture it with a solid texture. Now view the HxW face and select the vertex manipulation tool. Merge the 3 verteces on the top of the brush so that the shape becomes a triangular prism. See picture 1.
Now double click the brush. There should be 4 white squares surrounding the brush. View the LxH face and drag one of the squares on the left or right side down. See picture 2.
Click the brush and press Shift and drag the brush down. Make the two brushes touch and make the second brush a little less steeper. Go no more than 64 squares less steeper than the first brush. Continue until the last ramp is flat. See picture 3.

Spawn Points


Now let's move onto the spawn points. Spawn points in a surf map are either connected or disconnected. If it's disconnected, then the 2 spawn points could be at different locations. A spawn point is usually able to hold at least 10 player spawn entities with each entity at least 32 units away from each other.
If connected:
Make a brush with dimensions of 256x256x768 and make it a hollow box same as the sky. The thickness of it should also be 8 units. Now make another brush. H=240 W=240 L=752. Now position the brush as shown in picture 4. Click Tools->Carve or press Shift+Ctrl+C. Now turn the 240x240x752 brush into a H=240 W=264 L=16 and place it in the centre of the 256x256x768 brush. See picture 5. Add 10 info_player_start on 1 side and 10 info_player_deathmatch on the other side.
If disconnected:
Make a Brush with demensions of 256x256x384 and make it a hollow box like the connected spawn. Now make a brush with dimensions of 240x240x368 and carve it like you did to the connected spawn and then delete the 240x240x368 brush. Copy the desconnected spawn and place it anywhere around the map. Add 10 info_player_start entities in 1 spawn point and 10 info_player_deathmatch on the other spawn. See picture 6.

Part 2


Tutorial continued here.
Added: 3 months agoTags: surf, map, pro, creator, 1
Feedback (3)
Scarthman .
BananiteY2M
Posted 3 months ago
Posted by AceTrigger

Posted by Scarthman

This doesn't show how to make a surf map, it just shows how to make the ramp for the map.

You really need a lot more information such as good things to add to maps to make the surf map itself better, and how to add and create those things properly.

Yeah Thanks! I changed the title!
cool, but you should still make a tut on how to make a basic surf map. I'm sure i'm not the only person who'd like to know how to do that, and judging by how you made the ramp, you could probably make a full tut easilly.

but what I like about this tut is that i'm able to use it in my CSS mapping instead of just cs mapping.
- Bananite
AceTrigger .
I Hate Moderators And AdministratorsY2M
Posted 3 months ago
Posted by Scarthman

This doesn't show how to make a surf map, it just shows how to make the ramp for the map.

You really need a lot more information such as good things to add to maps to make the surf map itself better, and how to add and create those things properly.

Yeah Thanks! I changed the title!
Scarthman .
BananiteY2M
Posted 3 months ago
This doesn't show how to make a surf map, it just shows how to make the ramp for the map.

You really need a lot more information such as good things to add to maps to make the surf map itself better, and how to add and create those things properly.
- Bananite
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Yellow Sky Studios
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Membership: On Request
Primary Skills: 3D Art & Rendering, Graphic Design, Mapping, Modelling, Texturing
Inception: 1 year ago
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