Notices

Readme 1st: Common TF2 mapping mistakes and how to fix them  Thread Tools Reply
Old 02-08-2010, 01:25 PM   #31
Minilandstan
L1: Registered
 
Minilandstan's Avatar
 
Minilandstan is offline
Posts: 20
Thanks: 0
Thanked: 5

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


I find this quite usefull. Before, I had no idea there was an info_observer_point. I will use these instructions to make a better map
 
Reply With Quote
Sponsored links
Advertisement
 
Advertisement
Advertisement

Old 02-08-2010, 02:31 PM   #32
Tapp
Wait, what?
 
Tapp's Avatar
 
Tapp is offline
Posts: 770
Thanks: 179
Thanked: 208

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


Quote:
Originally Posted by Trotim View Post
spawn room door motors.
Keep in mind that a good deal of valve maps happen to do that too. It's all because nobody has bothered to make an animating door that fits into a thin doorframe.

__________________

 
Reply With Quote
Old 06-25-2010, 10:20 PM   #33
Thad711
L1: Registered
 
Thad711 is offline
Posts: 2
Thanks: 1
Thanked: 0

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


In my bookmarks

Thanks
 
Reply With Quote
Old 06-26-2010, 07:21 PM   #34
grazr
Mmm, hhhyes. indubitably.
 
grazr's Avatar
 
grazr is offline
Posts: 5,356
Thanks: 1,161
Thanked: 3,342

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


Most people don't seem to realise there is a seperate prop_static frame and prop_dynamic door which if used in combination dispense of the motor altogether. The only reason to use the dynamic door model (with the motor) is if the door exposed itself above the building/frame when opening.

In most cases this is not the case yet authors insist on using the motorised door model anyway and it looks stupid.

__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk

 
Reply With Quote
Old 09-02-2011, 12:08 PM   #35
Miauw62
L1: Registered
 
Miauw62's Avatar
 
Miauw62 is offline
Posts: 29
Thanks: 16
Thanked 1 Time in 1 Post

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


*ahem ahem*
My map was made whit sky_tf2_04 as default, i didnt have to change it.
just noting it.
for the rest, this is a pretty good guide.
i would have forgot observer cams whithout this
 
Reply With Quote
Old 09-02-2011, 12:23 PM   #36
LeSwordfish
Semi-Trained Quasi-Professional
 
LeSwordfish's Avatar
 
LeSwordfish is online now
Posts: 2,139
Thanks: 901
Thanked: 1,566

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


That's because you're using the ABS pack. It changes it automatically.

__________________
--- pl_crusoe --- plr_Jackal --- Tumblr --- @LeSwordfish --- Portal Buttons ---
---Adopted map --- #72hrmap --- Writing --- Twitter --- Original Portal mechanic ---
--- Only War: Armoured Fist --- Dark Heresy: Lost and Gone Forever ---

 
Reply With Quote
The Following User Says Thank You to LeSwordfish For This Useful Post:
Old 09-02-2011, 02:03 PM   #37
Miauw62
L1: Registered
 
Miauw62's Avatar
 
Miauw62 is offline
Posts: 29
Thanks: 16
Thanked 1 Time in 1 Post

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


Quote:
Originally Posted by LeSwordfish View Post
That's because you're using the ABS pack. It changes it automatically.
oh, thats just awesome!
thanks to boojum once again
 
Reply With Quote
Old 01-17-2012, 06:28 PM   #38
PRG013
L1: Registered
 
PRG013's Avatar
 
PRG013 is offline
Posts: 19
Thanks: 6
Thanked: 5

Default Readme 1st: Common TF2 mapping mistakes and how to fix them


Lighting Options (Sdk Nuts) Link is Dead
 
Reply With Quote
Sponsored links
Advertisement
 
Advertisement
Advertisement

Reply  

Tags
design theory, leaks, mapping beginners guide, skybox, spawncamping

Previous Thread Next Thread
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 10:02 AM.