1. Hey Guest, welcome to the new forums. Be sure to check out this thread to get all the information you need on the cool new stuff!

Our servers are now running a Steam Workshop rotation, if you'd like your map to be considered for inclusion on our rotation, post in the rotation discussion thread

Or, if you just want to play some of the best community maps the Workshop has to offer, you can join our servers by clicking these links:

Sticky: The original VALVe maps (Great Reference)

Discussion in 'Mapping Questions & Discussion' started by spaceweasels, Oct 28, 2007.

  1. spaceweasels

    aa spaceweasels

    Messages:
    219
    Positive Ratings:
    329
    • Thanks Thanks x 88
    Last edited by a moderator: Jan 13, 2009
  2. drp

    aa drp

    Messages:
    2,229
    Positive Ratings:
    2,409
    Re: The original VALVe maps

    dude you kick ass.
    stickied.
     
  3. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    613
    QFT
     
    • Thanks Thanks x 1
  4. Alexforcefive

    Alexforcefive Guest

    Positive Ratings:
    0
    Wow, those are... wow. I need to go work on my map :-[
     
  5. Maj.Woody

    Maj.Woody Guest

    Positive Ratings:
    0
    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.
     
  6. Jao

    Jao L1: Registered

    Messages:
    44
    Positive Ratings:
    9
    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.
     
  7. Maj.Woody

    Maj.Woody Guest

    Positive Ratings:
    0
    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.
     
  8. YM

    aa YM LVL100 YM

    Messages:
    6,977
    Positive Ratings:
    5,450
    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
     
  9. Half-Life_Maniac

    Half-Life_Maniac L3: Member

    Messages:
    122
    Positive Ratings:
    87
    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?
     
  10. spaceweasels

    aa spaceweasels

    Messages:
    219
    Positive Ratings:
    329
    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.
     
  11. Half-Life_Maniac

    Half-Life_Maniac L3: Member

    Messages:
    122
    Positive Ratings:
    87
    Oh.. So you did.
     
  12. Pad See Ew

    Pad See Ew L1: Registered

    Messages:
    7
    Positive Ratings:
    0
    Thanks for the links, spaceweasels.

    Just a nitpicking correction, but it's "Territorial Control", not "Total Control" for tc_maps.
     
  13. Sacrifist

    Sacrifist L3: Member

    Messages:
    130
    Positive Ratings:
    7
    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.
     
  14. Half-Life_Maniac

    Half-Life_Maniac L3: Member

    Messages:
    122
    Positive Ratings:
    87
    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.
     
  15. Doran

    Doran L1: Registered

    Messages:
    21
    Positive Ratings:
    0
  16. NightHawK

    NightHawK L3: Member

    Messages:
    107
    Positive Ratings:
    38
    This helps me lots. :)
     
  17. Bonafide

    Bonafide L6: Sharp Member

    Messages:
    314
    Positive Ratings:
    25
    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.
     
  18. tedrock

    tedrock L2: Junior Member

    Messages:
    79
    Positive Ratings:
    7
    • Thanks Thanks x 1
  19. Sniper_John_Uk

    Sniper_John_Uk L1: Registered

    Messages:
    19
    Positive Ratings:
    0
    Can someone stick up goldrush now? :D
     
  20. DJive

    aa DJive Cake or Death?

    Messages:
    1,466
    Positive Ratings:
    734