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[RESOURCE/PREFAB] Base Entity Map Prefab

Discussion in 'Tutorials & Resources' started by Fr0Z3nR, Apr 15, 2012.

  1. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

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    I assume a lot of people have something similiar to this, but I thought I'd post it for those who don't.

    This is just a small, very simple, .vmf that includes (for both teams):
    16 spawn points,
    2 resupply lockers
    respawnroom triggers
    premade respawn room visualizers
    default skybox entities (2fort)
    general filters (red/blu)
    env_cubemap, already set to 64hu high.

    Everything you need for the start of a map, all in one place. Just add gametype!

    All you need to do is move the entities around and build your map. Save yourself some time and hassle making all those pesky little things.

    [​IMG]

    [​IMG]
     
    Last edited: Nov 9, 2012
    Unh3lpful, EArkham, KubeKing and 12 others thanked this.
  2. GPuzzle

    GPuzzle L9: Fashionable Member

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    Probably the most useful thing ever invented.
     
  3. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

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    I half forgot I made this until I saw it was bumped.

    Thanks!
     
  4. GPuzzle

    GPuzzle L9: Fashionable Member

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    No problem. It is giving me much less trouble in mapping, no more pesky stuff such as placing the entities on the spawn. For every mapper, starter, fast, advanced even, this makes the whole "Last mapping part - set the spawns ready" much faster, and buy me loads of time.
     
    Last edited: Nov 8, 2012
  5. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

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    ... and thanks for post here because I realized an image was bork.

    I've fixed that.
     
  6. Unh3lpful

    Unh3lpful L2: Junior Member

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    When I try to open the .zip it says it is an unknown archive or damaged. I've tried repairing it but then it doesn't have anything in it. It also says the .zip has not file size in winRAR.
     
  7. Suomimies55

    Suomimies55 L2: Junior Member

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    The site has problems with the downloading.

    Just gotta wait until they fix it.
     
  8. takabuschik

    takabuschik L8: Fancy Shmancy Member

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    That reminded me of something I wanted to ask for some time-
    I know that not all the entities in the middle section, controlling the lighting and shadows, are necessary. The Shadow one, as well as the color_correction, are not really required.
    I wanted to ask why did you still include them? Do they significantly improve the looks of the map? Should I change or remove them if I change the lighting? I don't really know what are the default settings in terms of color correction and shadows, and how I should change them according to my lighting and env. settings.
     
  9. Fr0Z3nR

    aa Fr0Z3nR I do things sometimes.

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    The environmental entities are for the 2fort lighting, many of those entities you'll need to make something the best looking thing as possible. If you don't like that environment, use the enviro prefab and choose another one to your liking. Or, edit what I have given you to make your own.
     
  10. takabuschik

    takabuschik L8: Fancy Shmancy Member

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    No, that's not what I meant... I know I can edit the settings. I was talking specifically about the entities that I usually don't use because they seemed unnecessary- the color correction and the shadow entity.
    If those are 2fort's default entities, I obviously need to change them for my map if I use them. but I never really understood if the fact that 2fort has them, means that my map needs to have them as well.
    In other words- are all those entities actually required to make a Valve-quality map?
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    The shadows one just allows you to change the direction of dynamic shadows in your map. So if you copy the ents from an existing map, or make your own, you'll want to use a shadow_control that also matches the sun angles etc. The shadows made by the light_env by default can be somewhat buggy in some cases and cause issues. light_env is really just meant for casting static shadows (or maybe none, actually).

    You don't need to use color correction if you don't want to, but it can help set the mood of your map along with fog and etc. I believe 2fort uses it to make everything a bit more saturated. Many maps (even official ones) don't use color correction at all.

    Both these things are easily found on the dev wiki though the color correction one is less useful.

    https://developer.valvesoftware.com/wiki/Shadow_control
    https://developer.valvesoftware.com/wiki/Color_correction_(entity)
     
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