Recent content by die_angel

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    Broken entity list

    trigger teleport work fine.
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    Wip: ch_canaveral (capture & hold)

    Okay after some play testing it seems the map isn't working at all the way i was hoping. I realize this is probably due to my inexperience with TF2, since i'am unable to fix it for the moment i will simply put this project on hold for a little while and try to work on a simpler and easier to...
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    Well Classic

    Yep and it worked with trigger_teleport
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    Well Classic

    You should add anti blocking to your elevator add a trigger_teleport around your list, put it start deactivated, with a target, at a safer place. Next connect the elevator "i am stuck" output to enable the teleporter and "i am not stuck" "i am up" "i am down" to disabling the teleporter. If...
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    Wip: ch_canaveral (capture & hold)

    After hours of harassing work , i finally made something remotely worth of being named an alpha 2, mosyt of the map has been rebuilt according to the new drawings. 95% of the game logic is up and running (thanks to all the guys here :) ) here is al aerial view with the different points of...
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    [TUTORIAL] the TF_GAMERULES entity

    There are two more by the way: input: AddRedTeamRespawnWaveTime input: AddBlueTeamRespawnWaveTime
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    Wip: ch_canaveral (capture & hold)

    Thing is so far, only this flag mode does not automatically mark a point when you capture, all the others either give a point, or can be picked up by anybody. Unless there is some tuning entity for these gameplay elements. What i just want to avoid is a mad scout rush that run past the middle...
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    A way to remove the "virtual" intelligence captures

    that's the thing i use the territory control mode for the flag so it slow the player down and do not mark points on capture, and then trigger game_round_win at the end of the round limit to inject a point, problem is that it insert a temporary point, not a true point (point is recorded but not...
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    A way to remove the "virtual" intelligence captures

    yeah but if you look at the scores on cti maps, the points aren't counted, only every 3 caps.
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    A way to remove the "virtual" intelligence captures

    currently in maps like 2forts and any flag based map the map play 3 to 3 captures before choosing a winning team, is there a way to remove this in a map that doesn't need it?
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    Wip: ch_canaveral (capture & hold)

    I can try to cut some distance but it's gonna be hard :/ okay here is an overhead drawing at scale with a few bits missing here and there but you get the idea. I tried reducing some road lengths to the best of my capabilities. http://ethernia.net/img/ch_rocketpad/map.png
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    Wip: ch_canaveral (capture & hold)

    Okay this is a totally experimental idea i had for a map it mix both reverse ctf and cp mode in something that roughly looks like king of the hill. -Team red and team blu start in their respective spawn base. -Each team must escort their intelligence carrier to the capture point which is...
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    new ctf mode.

    if you use the gamemode "territory control" the inteligence slowdown the carrier, do not mark points on capture but also do not go back "home" after a time (but you could script this i think)
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    [TUTORIAL] Custom Objective Icons using Photoshop

    can you set an individual icon for each control point? I'm making a map that is a wee bit complicated and having a visual "clue" of what the cp is supposed to be could probably help. (i have a cp that is into a rocket, like having a little rocket symbol only on this cp icon)
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    [TUTORIAL] the TF_GAMERULES entity

    That's great is there any way to change stuffs like each team's flag skin or, if it gives a point on cap or not?