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Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.

  1. insane3004

    insane3004 L1: Registered

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    • Thanks Thanks x 1
  2. The Asylum

    aa The Asylum

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    Try attaching a pair of trigger_pushes to either side of the wrecking ball, activating/deactivating when the ball starts to decend. Make the trigger_hurt brush reaaaaaaallly small, so that the push brushes have a generous overlap. That way it'll send players FLYYYYYYYYYYYYYYYING before it kills them

    ....theoretically, anyway. Haven't access to Hammer myself ATM :(
     
  3. Crash

    aa Crash func_nerd

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    Hour 13 straight of mapping:

    [​IMG]
    Blu's spawn room

    [​IMG]
    Blu's forward spawn before
    [​IMG]
    After

    [​IMG]
    Before capping

    [​IMG]
    After

    [​IMG]
    Boring gameplay area at start

    [​IMG]
    Final area that I'm not happy with yet.
     
    • Thanks Thanks x 9
  4. Ice Crystal

    Ice Crystal L2: Junior Member

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    [​IMG]
    It'll be like Steel with one less point
    The last point is on an elevator and lowers
     
    • Thanks Thanks x 1
  5. Fredrik

    Fredrik L6: Sharp Member

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    I'm going all in :/
    [​IMG]
    [​IMG]
    [​IMG]
     
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  6. Pocket

    aa Pocket I can fix it!

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    Impressive, but I feel like this is something Valve would have just used a pre-made animation for.
     
  7. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    crash I really really like that so very much
     
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  8. Prestige

    aa Prestige im not gay anymore

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    that looks like a lot of fun + looks good fredrik. sightlines might be an issue though.
     
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  9. Crash

    aa Crash func_nerd

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    pl_crash_72_2_a3_underscore_ive_been_up_for_thirty_six_and_a_half_hours_kill_me:

    [​IMG]

    [​IMG]
    Final that I'm still not that happy with

    [​IMG]
    The Choke

    [​IMG]
    Can you spot all the dynamic things?

    [​IMG]
    Super geeked out about my landmarking

    [​IMG]
    Officially dubbed Blu September. I should make an overlay! :eek:
     
    • Thanks Thanks x 4
  10. Crash

    aa Crash func_nerd

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  11. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    excellent work Crash!
     
    • Thanks Thanks x 1
  12. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hey Crash - was just thinking that this would be a fantastic piece of eye candy for red at the beggining or the round:

    Have the sub come up from the water and break the ice - the dock with the track would already be there and then the door of the sub opens during the set up timer and when completely open the round starts by opening up the hatches to let blue team out.
     
  13. Crash

    aa Crash func_nerd

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    I have thought of something similar, but it is difficult to get a good ice breaking look, and I don't think I could pull it off with them in the sub still. The other breaching forward spawn that I have in the map pops up quick and they don't spawn in it until after.

    Maybe it's possible, but it's beyond me.
     
  14. Digaag Wa Riz

    Digaag Wa Riz L3: Member

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    I have improved the go-kart prefab tremendously. It's a proper car now (or at least the prop_dynamic I parented to it is). It can be launched by a sufficient amount of stickies while someone is in it and their view will spin erratically as well. I STILL can't think of a way to use this though.

    P.S. I know someone has already made a drivable vehicle. But this one handles MUCH better.

    Although the only way to get out is to die.
     
    Last edited: Jan 18, 2014
  15. FiLi

    FiLi L4: Comfortable Member

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    After a 4 hour air rifle match and 11 hours of adding numbers on scoresheets, I've managed to scrape this together:
    [​IMG]

    [​IMG]
    It'll use a new cp type i have to work on tomorrow. Think tc but with one stage and only attacking or defending (and symmetrical on both sides)
    oh and there's a secret path behind the waterfall :0
     
    • Thanks Thanks x 1
  16. insane3004

    insane3004 L1: Registered

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    It is something I would have used an animated prop for as well if I had that kind of resources at my disposal...

    However... I have no modeling/animation experience... nor do I know a lot of people that would make something like this for TF2, considering I come from the L4D2 side of the modding community...

    Eventually... I would like to have a model there instead of what is there now...
     
  17. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    You could use info_landmarks to have players in a spawn room that appears identical to the interior of the sub, and then teleport them to the actual sub after it has finished breaching but before the door opens.
     
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  18. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    while everyone else is actually doing the 72 hour i conjured up this beauty

    [​IMG]

    it's koth btw
     
    • Thanks Thanks x 11
  19. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Get hit by the train to cap

    I love it
     
  20. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hmmm- you for blue you could have them in a room that looks exactly like the inside of the sub to run around in then activate a teleport into the actual sub room.

    Don't know if it's possible but I'm thinking of that half-life thing when you transition from map section to map section but always appear to be in the same place. Don't know if you can transition inside the same map but it might be place to start - or - alternatively you could force camera for both teams to watch the opening then transition people to their starting spots.