Best Tutorials for...?

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
Alright, so I have the basics for map editing thanks to UEAKCrash's map tutorial, but I have noticed that he's quite slow to continue updating with new tutorial videos for things such as game modes. Though, thanks to these tutorials and with some help from the TF2maps community, I have created my first King of the Hill map and had a friend put it up on a test server (which can be found here:104.128.68.234:27015) for people to try it out. Although that map is not finished yet, I have some ideas for new types of maps that I'd like to put to test, but I have no idea how most gamemodes and features work.

This is what this thread is for. For the tutorials I need (which will be listed below) I would like you to post what you think is the best tutorial for that gamemode/map aspect. If you cannot post a tutorial for every, that is fine, but I will have the tutorials I need on a "most wanted" type list. Please give a small description on exactly what the tutorial teaches, whether it be a video, a website, or a TF2maps thread. Here's the list, and thanks in advance!

1#: Gravelpit type Attack/Defense Gamemode (First two points must be capped by the attacking team to cap the last)

2#: Trains on tracks (Trains that come through tunnels and run down tracks every once in a while, killing players if they make impact)

3#: Ambience and Background noise (Background noise that makes the map feel more open and real, and noise that can be heard while in a certain area, but disappears/fades out when you leave that area)


4#: Basic Attack/Defense Gameode (Dustbowl style, basically)

5#: Standin type Control Point Gamemode (All three control points [or more] start out neutral, and must all be captured by one team in order to win)

6#: Payload Gamemode (Although I would like to do a payload map in the future, this feels a little out of my reach right now, and I think I will make it once I collect more skills with hammer editor. Feel free to post a tutorial for this if it's really good though)

[On a side note, if you have any criticisms about my map, please do not post them here, as the map is in an alpha stage and is far from done. I am currently only really testing it with friends, and we are working on ways to make the map better together.]
 
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Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
My tutorials are more of a quick start guide. I don't have any plans for more gamemodes.
Nah man, that's completely fine! I don't even mind, since you're the one that kickstarted my mapping career, so thanks!
 

Tumby

aa
May 12, 2013
1,084
1,192
If you want to make a map using an existing gamemode, your best option is to just copy paste all the stuff. The VDC has some tutorials, but... well I will get to that in a minute.
Controlpoints can have up to three proceeding controlpoints, which is all there is to gravelpit.
In standing there is simply three controlpoints each having themselfes set as the proceeding point, causing the game to just make a team win once all controlpoints are owned by them.
Payloads are insanely hard to setup by hand. I tried following this tutorial when I was new to mapping and soon gave up because holy shit. Just look at the number of entity properties and I/O settings.
Conclusion: These two things are your best friends:
https://tf2maps.net/downloads/ultimate-mapping-resource-pack.510/
https://tf2maps.net/threads/valve-maps-decompiled.5952/
 

Gravidea

L5: Dapper Member
Apr 17, 2017
227
102
If you want to make a map using an existing gamemode, your best option is to just copy paste all the stuff. The VDC has some tutorials, but... well I will get to that in a minute.
Controlpoints can have up to three proceeding controlpoints, which is all there is to gravelpit.
In standing there is simply three controlpoints each having themselfes set as the proceeding point, causing the game to just make a team win once all controlpoints are owned by them.
Payloads are insanely hard to setup by hand. I tried following this tutorial when I was new to mapping and soon gave up because holy shit. Just look at the number of entity properties and I/O settings.
Conclusion: These two things are your best friends:
https://tf2maps.net/downloads/ultimate-mapping-resource-pack.510/
https://tf2maps.net/threads/valve-maps-decompiled.5952/
Copying map elements from other maps (such as ones with control points) may actually be my best bet right now. Thanks for suggesting that to me, I'll try it out as soon as I can.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Copying map elements from other maps (such as ones with control points) may actually be my best bet right now. Thanks for suggesting that to me, I'll try it out as soon as I can.
ABS' gametype library might be a much better bet , if you're seeking logic setups.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Before taking logic from other maps it's best to learn to set it up yourself, or at least understand how the logic behind everything works.