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coll9947
May 13th, 2008, 03:24 PM
So it isn't functional yet, I haven't put in the doors or the gameplay objects, and there still isn't anything in the center area yet. But, it's coming along a little bit at a time. There's 16 spawn points per side, and they are appropriately tagged for their respective teams.

Hammer's texture system leaves much to be desired. UnrealEd is vastly superior to Hammer in many ways, but Hammer is beautiful in its simplicity.

If there's anyone that would like a copy of the current form to run around in and provide feedback, let me know. Feedback is what will make this map great.

I think the scale is great now, and I catch myself smiling when I think about all the gameplay opportunities that the geometry creates.

I have about two weeks now with zero responsibility besides work, so I'm going to put a lot of time into making it look like it belongs in TF2 now.

Now who wants to try it so far!? And what would be the best way to get the map to those who would like to try it?

Rambling is almost complete, but as far as demos in TF2, do they only work if the viewer has the map the demo was made on? Is it just a video or what?

-={ICE}=-Cobra
May 13th, 2008, 04:05 PM
/raises hand

I would like to run around it Coll.

SATAn
May 13th, 2008, 06:21 PM
I would love to try it! Name a way I can get it from you and I'll make it happen

coll9947
May 13th, 2008, 06:35 PM
Ok, well maybe we can work something out where i can somehow host the file or some crap and people can just grab the latest build whenever they want as I update it.

One thing, when you have it, make sure that you create a game rather than just typing "map [whatever]" in the console because i found out that people can see your game and join you on the map that way... and I would REALLY like to avoid having unfinished alpha and beta versions of the map running around.

On that note, I am going to add the doors and gameplay stuff at minimum before I hand out a copy to look at. There are certain doors that I want to be one way to change the gameplay considerably.

I also want to say that the various wikis for Source level creation are excellent. If only finding this kind of information back in my Weapons Factory Unreal Tournament days was this easy I would have made twice as many maps!

flameINSANE
May 14th, 2008, 01:34 PM
Sounds really sweet. I'm all for running around in the map too when you want to release it.

Zervun
May 14th, 2008, 02:40 PM
So it isn't functional yet, I haven't put in the doors or the gameplay objects, and there still isn't anything in the center area yet. But, it's coming along a little bit at a time. There's 16 spawn points per side, and they are appropriately tagged for their respective teams.

Hammer's texture system leaves much to be desired. UnrealEd is vastly superior to Hammer in many ways, but Hammer is beautiful in its simplicity.

If there's anyone that would like a copy of the current form to run around in and provide feedback, let me know. Feedback is what will make this map great.

I think the scale is great now, and I catch myself smiling when I think about all the gameplay opportunities that the geometry creates.

I have about two weeks now with zero responsibility besides work, so I'm going to put a lot of time into making it look like it belongs in TF2 now.

Now who wants to try it so far!? And what would be the best way to get the map to those who would like to try it?

Rambling is almost complete, but as far as demos in TF2, do they only work if the viewer has the map the demo was made on? Is it just a video or what?

Let me know if you need any thing from me

coll9947
May 15th, 2008, 02:37 PM
So if anyone can find a one-way door tutorial I would really appreciate it. I can't find any blatant one-way setting in Hammer, so I'm thinking I'll have to use trickery, make the game think its a spawn room door or something.

SATAn
May 15th, 2008, 04:59 PM
this might be it (http://sdknuts.net/tutorials/wiseOneWayDoor.asp)