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Posted

okay so i know how to make a map that is sized the way it would look like in real life. But i don't understand how i go about making a map that is sized like the player is a mouse, making the room(s) available for gameplay gigantic. did i explain that right? i don't know how i would start my rat map or finish it, or just plain make it. Another thing i don't get about making my rat map is say i'm making my bedroom into a rat map and i have a drum set in my room, well how would i make those drums to put in my map?.... cause i know they don't have a prop that is a drum set 10,000x the size of the player, so how would i make all those gigantic props?

my email is katerules98@hotmail.com please help me.

Posted

I don't quite understand your problem, why don't you just scale up the props/build a room that is so big it gives you the sensation of feeling tiny. Also mentioning for which engine/game you plan to build the map for would help.

Posted

just make everything big, like when you go to make a door, instead of having it be 56x112 or whatever the dimensions are just make them bigger but keep the ratio, so 112x224 for twice the size 168x336 for three times etc. the player size doesnt change at all the map just has gigantic things in it.

Posted

updates that came along the orangebox allows you to scale models in hammer now

But can you change fatness as well?

Man, I miss unreal. Being able to finely customize the drawscale and fatness and assign any attribute and any texture to any character or model made for some really neat improv ways of creating "new" things. My personal favorite was in Deus Ex, taking a vacuum bot, blowing it up to 5x size and greatly increasing the fatness, upping the collision cylinder radius to compensate, then giving it Botrocket and botmachinegun weapons and aggressive towards the player AI. Boom, custom hover tank! :-D

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