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Old 01-09-2007, 05:39 PM   #1
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A quick question

When making a CTF map can the map simply be mirrored
or does it have to be flipped horizontally as well?
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Old 01-09-2007, 05:49 PM   #2
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It's how you want it to be.

For mine, I'll rotate 180.
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Old 01-09-2007, 05:51 PM   #3
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Some maps are just mirroed while most are flipped as well. Redgiant comes to mind as one that is just mirrored.

I was never a fan of mirrored maps since it doesn't really add anything and just makes it a little more confusing while trying to learn the map.
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Old 01-09-2007, 06:30 PM   #4
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I prefer just the simple 180 degree rotation.
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Old 01-11-2007, 04:03 AM   #5
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On somew maps I will mirror, and some I will rotate
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Old 01-14-2007, 03:10 PM   #6
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if you mirror a map the advantage for the red team will be on the left while it will be on the right for the blue team, if you know what i mean.
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Old 01-16-2007, 08:16 PM   #7
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I've heard (i don't remember where) that there can be random issues if you rotate or mirror, but flipping is okay. Things like entities and architecture freaking out. But i don't remember.
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Old 01-16-2007, 08:38 PM   #8
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i use the flip tool quite often and have never had an issue with it....
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Old 01-16-2007, 08:58 PM   #9
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Flipping does freeky things to light spots and similar directional entities if you flip horizontally they are inverted so if they were supposed to point down they would point up. I have not experienced a problem with brushes though
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Old 01-16-2007, 09:18 PM   #10
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Just make it all again, lazy bastard.

Just kidding
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Old 01-16-2007, 10:07 PM   #11
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Quote:
Originally Posted by Own3r
Flipping does freeky things to light spots and similar directional entities if you flip horizontally they are inverted so if they were supposed to point down they would point up. I have not experienced a problem with brushes though

i can see that happening...but if your using an info_target to tell the light_spot where to point then i dont see it messing up if your flipping the base then that is flipping to...NOW..if your copying(red base to make blue) pasting and flipping then you need to change the names of your entities..

Example: "redsptlit" change to "bluesptlit"

you dont want a light_spot being told to point at a info_target named "redspttarg" when there or 2 info_target's in the map with that name...it wont know which one to point at...

the best way i think to do it would be to name everything in the base your building the color of that base...

example:

i'm building reds base first...i just put in a light_spot...i would name it "redlitspt" then i would aim it at a info_target named "redspttar"

now after i copy and paste i would go back to all of the enities in the new base(blue) and change the "red" in the enitities names to "blue"..

so now my light_spot would be "bluelitspt" and the info_target would be "bluespttar"

as far as brushes go i've never had a problem with flipping or rotating...
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Old 01-18-2007, 12:25 AM   #12
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can you have a info_target tied to a func_track(or train, whatever) so that you have a moving spotlight?
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Old 01-18-2007, 02:48 AM   #13
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i'm not sure but if you tell it to point at the train or whatever is moving...then wouldnt the light follow it?...

just a guess never messed with that
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Old 01-18-2007, 04:06 AM   #14
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No, source doesn't have dynamic lighting like that. It'll probably work with a point_spotlight but say good bye to your framerate.

Also, if you have a lot of entities in each base, you can name all of them red_[whatever], then when you flip the base, make a copy of the .vmf, open it in notepad and do a find/replace to replace red_ with blue_, then copy the result back into your original map and then rotate.
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Old 01-18-2007, 06:18 AM   #15
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that sucks I wanted to have it on hwguz before the match started, and then as soon as the door opened, the lights would stop. then they would restart when the door closed.
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