Go Back   TF2Maps.net > Discussion > Mapping & Tutorials > Tutorials

Notices

Reply
 
Thread Tools

Old 11-01-2009, 01:10 PM   #111
4tonmantis
L1: Registered
 
4tonmantis is offline
Posts: 10
Thanks: 7
Thanked: 0
Default

Snark:
Sorry if these questions should be more obvious but I am trying to minimize the number of headaches when I bring this in. At the moment the map just has basic CTF ( i was following a mapping tutorial when I started) and I'm trying to transition it using your game types.

Specifically, I'm trying to utilize your TC system. I understand the concept but I'm a little unsure how to bring it into my map. I've probably messed up by building that first but my confusion is what each of the items is supposed to do.

For instance, what is the proper way to use your blocking walls? What sequence do you have set up for them currently?

Are there specific pairings that need to maintain a certain distance? My map is planned to span pretty far from the initial starting territory until the last territory. Is this going to be possible or am I going to need to re-think that?

If I used your spawn doors and had added my own filters do I need to remove those to allow for the TC filters to do their job? Is the naming convention the same for the triggers as what you've provided in your model library?

EDIT:
ALSO; Do I need to put the appropriate number of spawn entities at each of the CPs? That seems like a dumb question but I'd rather know that before trying to have my clan test this... So far a single spawn is all I would be aware of since I'm testing locally...

Last edited by 4tonmantis; 11-01-2009 at 01:25 PM..
  Reply With Quote

Old 11-01-2009, 01:22 PM   #112
Nutomic
Mapping Coding Drinking
 
Nutomic's Avatar
 
Nutomic is offline
Posts: 868
Thanks: 201
Thanked: 169

You could extract all files using 7-zip, just right-click and choose "extract here". You only have to find the right directories.
__________________
  Reply With Quote

Old 11-01-2009, 07:07 PM   #113
BoyLee
L-1: Threadkiller
 
BoyLee's Avatar
 
BoyLee is offline
Posts: 609
Thanks: 457
Thanked: 200

Unzipping an exe? News to me but I'll give it a try, thanks for the suggestion
  Reply With Quote

Old 11-01-2009, 09:58 PM   #114
A Boojum Snark
Toraipoddodezain Mazahabado
 
A Boojum Snark's Avatar
 
A Boojum Snark is online now
Posts: 3,364
Thanks: 100
Thanked: 3,249

Updated. Changes in main post as usual.

mantis: that's not exactly a question with an easy answer. making TC CTF is a pretty complicated thing.
__________________
(>^_^)>---[] Mapper Kirby says you must get:
Ultimate Mapping Resource Pack!
  Reply With Quote
The Following 2 Users Say Thank You to A Boojum Snark For This Useful Post:

Old 11-01-2009, 10:34 PM   #115
4tonmantis
L1: Registered
 
4tonmantis is offline
Posts: 10
Thanks: 7
Thanked: 0
Default

I'm sorry if it came across like I was looking for a breakdown on how to do TC, but I was trying to specifically figure out your intended mechanics:

The hiding walls... are they just there to show the logical sequencing? My map is built in a way that they're not really necessary. Will it break the system if I remove them?

The single spawn entity...do I need to clone him at each CP's spawn point or will my func_r_r follow the single entity around?
  Reply With Quote

Old 11-01-2009, 10:55 PM   #116
A Boojum Snark
Toraipoddodezain Mazahabado
 
A Boojum Snark's Avatar
 
A Boojum Snark is online now
Posts: 3,364
Thanks: 100
Thanked: 3,249

If you don't need the walls you can remove them. Those are just for confining players to the active zones.

You need 16 copies of the spawn to support all players on a team, inside your one func_rr... not exactly sure what you are asking, though.
__________________
(>^_^)>---[] Mapper Kirby says you must get:
Ultimate Mapping Resource Pack!
  Reply With Quote

Old 11-03-2009, 05:53 AM   #117
BoyLee
L-1: Threadkiller
 
BoyLee's Avatar
 
BoyLee is offline
Posts: 609
Thanks: 457
Thanked: 200

It appears that dropbox was only sending me about 600 bytes of the file.
Anyway, legendary stuff, thank you for such a great resource.
__________________
[UC] Boylee is in an unknown country.

cp_triplet - ctf_chicane - Mapper's Toolbar 2.0
  Reply With Quote

Old 11-03-2009, 09:40 AM   #118
A Boojum Snark
Toraipoddodezain Mazahabado
 
A Boojum Snark's Avatar
 
A Boojum Snark is online now
Posts: 3,364
Thanks: 100
Thanked: 3,249

:/ Redownload it if you got the November update. In my rush I managed to forget to actually put the new prop library in the installer.

edit: again, please, if you got it in those few minutes. /stabself
__________________
(>^_^)>---[] Mapper Kirby says you must get:
Ultimate Mapping Resource Pack!

Last edited by A Boojum Snark; 11-03-2009 at 09:56 AM..
  Reply With Quote
The Following User Says Thank You to A Boojum Snark For This Useful Post:

Old 11-03-2009, 06:10 PM   #119
4tonmantis
L1: Registered
 
4tonmantis is offline
Posts: 10
Thanks: 7
Thanked: 0
Default

Quote:
Originally Posted by A Boojum Snark View Post
If you don't need the walls you can remove them. Those are just for confining players to the active zones.

You need 16 copies of the spawn to support all players on a team, inside your one func_rr... not exactly sure what you are asking, though.
Was asking if all 16 have to be at each of the points or just 16 in the main respawn room? Thanks for being patient...I'm still trying to figure all of this out.
  Reply With Quote

Old 11-03-2009, 08:03 PM   #120
A Boojum Snark
Toraipoddodezain Mazahabado
 
A Boojum Snark's Avatar
 
A Boojum Snark is online now
Posts: 3,364
Thanks: 100
Thanked: 3,249

I'm afraid you'll need to explain better what the map you are making is. In normal TC there is no "main" respawn. Each CP has it's own related spawn room with 16 spawns.
__________________
(>^_^)>---[] Mapper Kirby says you must get:
Ultimate Mapping Resource Pack!
  Reply With Quote
Reply

Tags
arena, boojum, control points, entities, gallery, gametype, king of the hill, koth, library, listing, pack, payload, payload race, plr, prefabs, prop, resource, snark, soundscape, territory control

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off




All times are GMT -5. The time now is 05:34 PM.

© 2008 Valve, the Valve logo, Team Fortress 2, the Team Fortress 2 Logo, Steam, the Steam logo, Source,
the Source logo, and Valve Source are trademarks and /or registered trademarks of Valve Corporation
in the United States and other countries.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Ad Management by RedTyger