View Full Version : Sticky: The original VALVe maps (Great Reference)
spaceweasels
10-28-2007, 04:35 AM
An updated pack has been added to Tutorial Resources; http://forums.tf2maps.net/showthread.php?t=4855
Here's a great reference tool. The uncompiled TF2 maps by VALVe.
EDIT: We've uploaded and compressed the files on our TF2Maps.net Servers, These files are located below
*Note: Compressed in .ZIP format. 91MB down to 7MB
Capture points:
DUSTBOWL (http://forums.tf2maps.net/downloads/valve_maps/cp_dustbowl_d.zip)
GRANARY (http://forums.tf2maps.net/downloads/valve_maps/cp_granary_d.zip)
GRAVEL PIT (http://forums.tf2maps.net/downloads/valve_maps/cp_gravelpit_d.zip)
THE WELL (http://forums.tf2maps.net/downloads/valve_maps/cp_well_d.zip)
Badlands (http://forums.tf2maps.net/downloads/valve_maps/cp_badlands_d.zip)
Capture the Flag:
2FORT (http://forums.tf2maps.net/downloads/valve_maps/ctf_2fort_d.zip)
Payload:
Gold Rush (http://forums.tf2maps.net/downloads/valve_maps/pl_goldrush_d.zip)
Territory Control:
HYDRO (http://forums.tf2maps.net/downloads/valve_maps/tc_hydro_d.zip)
Arena:
Lumberyard (http://forums.tf2maps.net/downloads.php?do=file&id=557)
Ravine (http://forums.tf2maps.net/downloads.php?do=file&id=558)
dude you kick ass.
stickied.
Armadillo of Doom
10-28-2007, 11:46 AM
dude you kick ass.
stickied.
QFT
Alexforcefive
10-29-2007, 06:13 AM
Wow, those are... wow. I need to go work on my map :-[
Maj.Woody
11-06-2007, 01:50 PM
I was messing around with some of these maps this morning and found that in these files every single brush that was part of a func_detail in the original is now an individual detail brush. That being said the maps will not compile because they are over the entity limit of the compiler.
Just thought I would let people know.
Why would you want to do that ?! Anyway, It'd take days to recompile all those messy brushes ... It's practically impossible to compile a map that have been decompiled.
Maj.Woody
11-09-2007, 04:37 PM
Why would you want to do that ?! Anyway, It'd take days to recompile all those messy brushes ... It's practically impossible to compile a map that have been decompiled.
LOL.. Actually I wanted to see how long it would take to compile th BSP for one of the original valve maps. Was just a topic that came up in chat so I thought I would go see.
spaceweasels = legend, I was about to make a thread on how to make the trains from well...but I can look for myself now XD
Half-Life_Maniac
12-07-2007, 03:42 PM
By the way... I decompiled the VALVe maps myself ages ago before coming here, using VMEX, but had to disable prop_statics, which caused errors in the decompile and prevented it from completing.
How did you get around this?
spaceweasels
12-08-2007, 12:39 AM
As I mentioned in the first post, I found these on another site. I can't take credit for decompiling them. I just posted them.
Half-Life_Maniac
12-08-2007, 04:50 AM
Oh.. So you did.
Pad See Ew
12-12-2007, 09:33 AM
Thanks for the links, spaceweasels.
Just a nitpicking correction, but it's "Territorial Control", not "Total Control" for tc_maps.
Sacrifist
12-13-2007, 05:38 PM
you can decomp all of them easily with VMEX. When it throws up the errors, just throw the vmf file into textpad and scroll down to the bottom of the code and clear out the code that is cut off and close it properly. It will work fine.
Half-Life_Maniac
12-13-2007, 06:38 PM
I wasn't going to bother brining it up, but now you mention it..
Looks like I was just using an old (old as in when I first started HL2 mapping) version of VMEX. The newest version has been fixed to work with Orange Box games, and now decompiles perfectly.
Doran
02-23-2008, 01:56 PM
http://tf2maps.net/showthread.php?t=1056&highlight=decompiled
Badlands, some edit it into first post.
NightHawK
03-08-2008, 10:18 AM
This helps me lots. :)
Bonafide
03-21-2008, 11:06 AM
I am glad I saw this. I was pulling my hair out looking for some textures from 2Fort from the selection. Now i can just get them from the map.
tedrock
04-20-2008, 07:39 PM
link for ctf 2fort is wrong
should be http://forums.tf2maps.net/downloads/valve_maps/ctf_2fort_d.zip
Sniper_John_Uk
05-01-2008, 05:10 AM
Can someone stick up goldrush now? :D
DJive
05-01-2008, 11:58 PM
link for ctf 2fort is wrong
should be http://forums.tf2maps.net/downloads/valve_maps/ctf_2fort_d.zip
Link Fixed, TY
Can someone stick up goldrush now? :D
Pseudo gave me the file, its on there now.
IF Anyone had Trouble Dling them my friend Dl them and send them to me i made a Zip with all them here is the link
http://rapidshare.de/files/39554885/valve_maps.rar.html
TBH, I decided to decompile them all myself when I want some inspiration. I found that the ones on FBSbanana are quite out of date. By out of date I mean they were decompiled by an older version of VMEX than the current release. I assume that the newer maps are OK but the original maps were no where near as good as if you do it yourself, and unlike compiling, decompiling only takes a couple of seconds so thats no excuse.
Géza!
06-03-2008, 09:49 AM
I just had a look at 2fort and... Whoa... I wonder how the Valve guys didn't get confused looking at the 2D view...
But I learned some useful things from it... :)
I wonder how the Valve guys didn't get confused looking at the 2D view...
Cordon tool ;)
Géza!
06-04-2008, 09:08 AM
Cordon tool ;)
Now that you mentioned...:blink:
But as I said, I learned some useful things such as where to place brushes with hint texture, where to use areaportals, and such.
joshman
07-07-2008, 10:41 AM
Can somebody add the NEW version of CTF_Well?
FaTony
08-19-2008, 04:54 PM
Added Lumberyard (http://forums.tf2maps.net/downloads.php?do=file&id=557) and Ravine (http://forums.tf2maps.net/downloads.php?do=file&id=557)
10fps
08-21-2008, 06:21 AM
Did you mean Ravine? (http://forums.tf2maps.net/downloads.php?do=file&id=558)
Master of Spes
08-24-2008, 12:52 AM
Someone decom badwater
FaTony
08-24-2008, 06:42 PM
Nothing interesting there.
R!ghteous
09-02-2008, 07:40 AM
Can someone decompile CP_steel?
Vicenti
09-02-2008, 09:36 PM
I was under the impression that Steel was a user-made map.
umbratile
09-03-2008, 10:18 AM
It is. I think decompiling user created maps takes the whole "wrong" thing to a new level.
Bonafide
09-07-2008, 09:03 AM
You can just decompile the maps with vmex if you really want to look at them.
Also that copy of lumberyard had a ton of errors when I loaded it. Missing displacements, walls, etc.. (lumberyard is the one that uses the forest skybox right?)
grazr
09-07-2008, 09:09 AM
Yes, it is the one with the alpine skybox.
if you want to find these files you'll need gcfscape from Nem's tools site to remove the desired encrypted bsp files; to decompile with vmex.
http://nemesis.thewavelength.net/index.php?p=26
Master
11-29-2008, 08:47 PM
Awesome list
JosephOhSnap
01-06-2009, 12:54 AM
It is. I think decompiling user created maps takes the whole "wrong" thing to a new level.
I couldn't find the .bsp files for valves maps, so i couldn't decompile any of them. i eventually went so far as to decompile pl_dustbowl_b4. ya... i really wanted a reference point for my work. this would have been a lot faster. but knowing myself, i had to go and do it the overly complicated way.
JosephOhSnap
01-06-2009, 01:04 AM
It is. I think decompiling user created maps takes the whole "wrong" thing to a new level.
I couldn't find the .bsp files for valves maps, so i couldn't decompile any of them. i eventually went so far as to decompile pl_dustbowl_b4. ya... i really wanted a reference point for my work. this would have been a lot faster. but knowing myself, i had to go and do it the overly complicated way.
I am not entirely sure i get why decompilig a user made map is wrong though. i asked the maker of ctf_mach4 if i could convert it into a 5 point cp map (at the request of my clan) but he said no. could someone explain the psychology of this for me.
umbratile
01-06-2009, 06:25 AM
I am not entirely sure i get why decompilig a user made map is wrong though. i asked the maker of ctf_mach4 if i could convert it into a 5 point cp map (at the request of my clan) but he said no. could someone explain the psychology of this for me.
The psychology of whether it can be considered a bad thing to do, or why Vilepickle said no? I think the reason he said no is obvious - it's his own work (I know it's a remake, but he made it from the ground up as far as I know), so of course he won't let anyone edit it and do whatever they want to change it around.
If you're talking about why I (among others) think it's a bit wrong...well, the answer is much of the same. Make something original instead of tampering with other people's hard, loving work for your own sake. Of course, I don't think there's anything wrong with it if you're just going to use it for reference (like looking at the entities or something), but looking at that old comment I made, I guess my message wasn't very well explained.
umbratile
02-23-2009, 10:41 AM
I just remembered...maybe this (http://forums.tf2maps.net/downloads.php?do=file&id=911) should be added to the first post?
It's going to be updated with Valve's new payload map when they release it, of course.
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