UrT Mapping Tricks - "Helper Brushes" For Easy Loops & Pipes
A few useful notes:
- If all you care about is that you can land/go down in a pipe, but don't care if you can go up it (or want to block that). Then you can make the helper brush only cover the 1st shingle (maybe +1 extra unit if glitch), like that you should be able to land glitch free but still stuck going up!
This trick should probably mostly be used to single pipes, I have not tested it on full loops but it may work fine there too.
- The 2nd shingle always covers the same area that the 2nd brush of the curve + 1 unit.
You can use this to measure the size of helper brush when making helper brushes for overlapping loops.
- For overlapping you want the helper brushes to be the same size in the most cases, tho it may still work with a smaller helper brush.
- Helper brushes function at practically all transitions when going up or down a ramp, even if it is in the form of a swirl or other odd forms.
- Helper brushes can be invisible/slick or textured, makes no difference except how the pipe looks.
- Put texture on caulk, shingles/overlapping should be slick/clip/playerclip etc..
- Can ofc you can use cylinder generator for the same result. Pipes and cylinders are the same except how much of the area behind them that get generated.
Credits to MisiUx for discovering about the helper brushes!
I studied them a bit more in depth to figure out optimal size and some more uses.
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