In the model viewer you can see which models are useable as physics dynamic and static (in one of the tabs) You have to use prop_physics prop_dynamic and prop_static respectively to render them ingame.
I fixed a mistake with the vmt. Please reinstall the map if you have downloaded it. The minimap should now show up properly.
You're doing displacements wrong btw. You're supposed to make several displacement brushes, open the displacement editor and sew them all together. Then group the displacements and you can modify them all as a group (basically a huge displacement)
Also, if you're already doing displacements like that, don't be afraid to increase their resolution a bit, it looks pretty bad.
This map exceeded my expectations. The chokepoint is not like a normal chokepoint. It's very wide, with vaguely defined barriers, and the distance between the two open areas is small so it's difficult for either side to establish any sort of defensive perimeter in it. Meanwhile, the open areas for both teams are quite large, so tank run-bys are effective and difficult to deal with. Infantry can walk anywhere above on the "divide," while tanks cannot, which makes taking and holding the high ground important but difficult. I look forward to seeing this map evolve as it is polished and work progresses on it.
Empty, I'm not sure by what you mean by resolution. Increase the number of triangles? I was not aware of the proper way displacements are used in mapping so I made a single displacement and used hammer's displacement editing tools to polish the geometry for game-play balance and map traits. Currently I'd like to make the wide areas more easily built upon and figure out how to blend textures to make the hills less boring looking and perhaps add patches of dirt or even a road. Currently I clipped the disp in 4 quadrants. http://pastebin.com/LBDV1iMy Thanks for the comments. I've been wanting to play a smaller skirmish map for empires for a while. One thing I'm considering removing is the incline on the ends of the divides allowing infantry to climb the opposing divide.
Yeah the displacements are awful. Use the method I posted earlier, if not for thi smap then your next one. http://developer.valvesoftware.com/wiki/Displacement There's some pointers.
you can increase the displacement resolution to batshit insane numbers, it has almost no impact on fps First split your big displacement in a way so the corners of the splited displacement touch each other. Second increase the resolution on the displacements. You have to split it first because theirs a max displacement resolution and on such a big displacement its way to low.
It also means you can have a lot more texture variety without resorting to more advanced, difficult to get right techniques.
beta 2 released [EDIT]its not properly tested yet, please dont dl changelog: - increased displacement resolution - added more textures - increased build space on surface - decreased build space on hilltops (only armories with only 1 place on each hill for a rax)