Recent content by Gangstahwezel

  1. Gangstahwezel

    Drytown - a3 update

    - removed the sewer - reduced cap time - changed the shack - a few other tiny things
  2. Gangstahwezel

    KotH Drytown

    - removed the sewer - reduced cap time - changed the shack - a few other tiny things Read the rest of this update entry...
  3. Gangstahwezel

    Drytown - a2 update

    notes - made ramps on one side of the middle point slightly wider - made cover on mid smaller - made the area around mid longer - made the indside route area larger - made the shutter door to mid bigger - adjusted some health/ammo pickups - made the capzone slightly larger - made most doorsways...
  4. Gangstahwezel

    KotH Drytown

    notes - made ramps on one side of the middle point slightly wider - made cover on mid smaller - made the area around mid longer - made the indside route area larger - made the shutter door to mid bigger - adjusted some health/ammo pickups - made the capzone slightly larger - made most doorsways...
  5. Gangstahwezel

    Trouble with Areaportals

    Besides putting the areaportal tooltexture on the brush, did you change the brush to an entity and set it to be a func_areaportal in the object propperties window? If you did that you can check the settings in the propperties window, is the portal set to open or closed? You want it to be set to...
  6. Gangstahwezel

    Drytown a3

    Planned to be set on a construction site in a desert boomtown. Let me know what you think.
  7. Gangstahwezel

    KotH Drytown

    Drytown - koth, dusty stuff Planned to be set on a construction site in a desert boomtown. Let me know what you think.
  8. Gangstahwezel

    KOTH countdown does not happen, point activates without warning

    Try deleting and remaking the koth logic (placing it yourself, and not copying it from a prefab). I had this issue too a long time ago and that fixed it for me
  9. Gangstahwezel

    CTF Quadro

    Because i never really thought about it i guess
  10. Gangstahwezel

    CTF Quadro

    CTF Quadro - Experimental CTF/SD Made for the 2017 72hour jam. Objective: Collect the intelligence in the middle building and bring it to the assigned dropoff point. The intelligence can spawn in 3 locations in the middle building. Bring it to the assigned dropoff point, which is randomly...
  11. Gangstahwezel

    CTF Quadro a1

    Made for the 2017 72hour jam. Objective: Collect the intelligence in the middle building and bring it to the assigned dropoff point. The intelligence can spawn in 3 locations in the middle building. Bring it to the assigned dropoff point, which is randomly picked from 4 locations. The...
  12. Gangstahwezel

    Whenever I compile a map, my host_timescale is somehow forced to be higher

    What is your fps_max set to? if its set to unlimited and your fps gets into the 1000's on an empty map, some funky stuff starts to happen. if you limit it to 300 you won't get the issue.
  13. Gangstahwezel

    More cubemap problems... again

    Try using a water texture that belongs to tf2 (use tf in the keywords section of the material browser). Beside actually placing the cubemap entities you have to build cubemaps ingame after compiling your maps. To do this, follow this tutorial...
  14. Gangstahwezel

    Long Compile... Please Help

    Going from that image of your viewports, you haven't sealed your map. which is quite a critical thing to do and will cause your map to not compile propperly if not sealed. You should read this as to why maps need to be sealed in source: https://developer.valvesoftware.com/wiki/Seal
  15. Gangstahwezel

    Zabriskie a1a

    This map is inspired by Badwater and Upward. The goal is to create a payload map that plays simmilar to those two maps.