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Sewers by Egir Helgrimson
Sams "Making Sewers" tutorial at countermap can be found here here. Credits for that tutorial goes to Sam.
The sewers we will make during this tutorial are looking like sams, but they are faster done.
Dimentions
The most important thing about sewers is dimentions. We will make this sewer so people can stand up and pass eachother. In other words 128 x 128.
Placing the sewers
We want the sewers a place where they will add a second route passing a chokepoint. Like mansion, the sewer gives the Counter-Terrorists a change to pass the Terrorist snipers.

Note that it is siege like sewers we will add in this tutorial.
Mapping the sewers
Set gridsize to 16 using the + and - grid symbols in the upper left corner of Hammer. Use the brush tool to make a brush 128 units heigh, 128 units width and whatever length you need. Like this:

Create the brush by rightclicking and choose create brush.
Mark the newly created brush and press CTRL + H. In the hollow dialog box that appears you write -16 as shown.

Make a brush 32x32 in a inside corner of the tunnel. The lenght of the brush should be the same as our tunnel. Like this:

Now mark and clip the brush like this:

See the clipping tool tutorial for more info about how to clip.
Mark the triangle cylinder brush and copy it, by pressing CTRL + C. Insert it by pressing CTRL + V. Use CTRL + M to launch the transform tool. The following transforming dialog will now apear. 
We want to rotate the marked object 90 degrees counterclockwise in the lower lefter window. Since this is the x/z window, we will rotate around the y-axis. Write 90 as shown above and click ok
Move the rotated brush in to the corner it fits. 
Now mark both triangle brushes and copy them (CTRL + C), insert them (CTRL + V) and launch the transform tool again. This time write 180 in the same x/y/z box as we wrote 90 before. Move it to the side it fits as shown below: 
Texture it proberly.

Note how the standard halflife.wad texture C1A4B_W3 seem to be made for sewers made this way.
Now the sewers are basically done Yes basically. How to bend the sewer and stuff like that you can all read in Sams tutorial at countermap. But hey, to make sewer turn is basically the same as to make a pip turn, which is shown in Icemans "How to make pipes - Part 1"
The sewers might be done, but I am not
You might want water, thats easy just add a brush that covers the lower 16 units of the sewers. Water textures can be recognised because they all start with !. You might want to add the water brush like this:

note that the water and the sewer wall intersect. That is no problem, because BSP will cut the invisible water away during compile.
If you for some reason want waves, you can add these in map/map proberties and edit default wave height to say 8.

you will notice that the water is just moving up and down. This causes an ugly error which has a workaround, but first we are going to see a screenshot of this error.

As you see the water does not float all the way to the sewer wall, it acts more like a carpet. Anyway, here comes the solution. Mark the two triangle brushes at the bottom of the sewer and make them func_wall.

r_speeds may raise a little, but the error is done.

As you see.
Conclusion There you go, a nice and easy sewer that looks good. I want to point out that some lightning is still needed. Making some distance between the lights so the shadows apear more clearly will make a good effect. By the way, the waveheight is untatural heigh in this example. I would sugguest a waveheight of 2 instead of 8. |