Page **1** of **1**

### Triangular-based maps

Posted: **Thu Feb 04, 2010 7:58 pm**

by **ducatiwannabe**

I've noticed over the years that there are several mapmakers (Spazzy Mcgee, to name one) who have made maps that heavily focus on triangles and similar shapes and angles. I am considering making a triangular-based map and wondered if you had any tips or techniques you used.

Thanks.

### Re: Triangular-based maps

Posted: **Fri Feb 05, 2010 2:15 am**

by **Spazzy McGee**

I think the easiest way to do it (and the way I do it) is to start by making the outer shape, for example a triangle, in wings. Then I build up one third of the map in a corner, and group all of the objects I used. I then duplicate that group twice - once with a rotation of 120 degrees, and next with a rotation of 240 degrees. This gives perfect symmetry in three directions.

This will work for any number of sides to a symmetrical map. Just rotate your groups by a different angle each time.

If you then need to place specific things that can't go in groups, like zones, you need to use trig. But it's nothing very difficult if you take a pen and paper to it.

### Re: Triangular-based maps

Posted: **Fri Feb 05, 2010 1:46 pm**

by **hutty**

would making a hollow arc with 3 divisions work for the outside as well?

### Re: Triangular-based maps

Posted: **Sat Feb 06, 2010 7:09 pm**

by **optic delusion**

- triangle.bzw
*triangle mofo by l4m3r* - (18.09 KiB) Downloaded 81 times

I suppose that a hollow arc would work, but i wouldn't recommend it. If you do use one, do your math very thoroughly. 360 does not divide by pi evenly and you end up with tiny slivers of open area where you don't want them. Through experience, I can tell you that the problem becomes little areas where flags and tanks can spawn, and you don't want. Players find these spots, and drop the team flag in them. Now the teamflag is hidden.

Using a mesh, you can place your outside points in the exact point you desire. A mesh will also make it easier to make the invisible pyramid outside the play area, to prevents spawn there.

Here is a Map that L4M3R made back in 2006, you might take a look at it. He worked out the math quite well.

- triangle.bzw
*triangle mofo by l4m3r* - (18.09 KiB) Downloaded 81 times

### Re: Triangular-based maps

Posted: **Sun Feb 07, 2010 6:24 pm**

by **darkid**

why are you dividing 360 by pi?

oh the circumference is 2πr and divide that by 120º... ah.

huh.

### Re: Triangular-based maps

Posted: **Sun Feb 07, 2010 6:49 pm**

by **optic delusion**

Any arc you use will use pi in it's formula. If you use pi to calculate the inside/outside dimensions of your arc, you could eliminate the slivers. These small slivers may not appear until you group the inside portions of your corners, and shift them around. In other words, a group that looks good in one corner may not rotate into another corner perfectly.

Remember, bzfs discards anything beyond four decimal places. At first that may seem like it makes your job easier, but in fact it's harder. Making a seemingly unrelated change in one portion, may change the calculation of another corner of your triangles.

If you do some algebra on your outside arc, from the start, you should be OK.

If you are not planning on CTF, all these concerns are lessened.

### Re: Triangular-based maps

Posted: **Mon Feb 08, 2010 12:54 am**

by **Spazzy McGee**

Just be sure to overestimate all of your figures, and you'll tend to be fine.