Recent content by McLovin

  1. McLovin

    Literally Unplayable A1

    An experiment to see if I could map something besides KOTH. Currently not in a playable state :/ (had a super late start cause of work). Honestly this jam was just to get something started for me and encourage me to work on it in the future...
  2. McLovin

    Literally Unplayable

    Literally Unplayable - I TRIED SO HARD AND GOT SO FAR An experiment to see if I could map something besides KOTH. Currently not in a playable state :/ but I'm glad the jam encouraged me to get something started!
  3. McLovin

    Need some optimization help

    you have a lot of yucky areas on the map where windows that aren't func_details are cutting into your visleaves. it's either that or maybe i just decompiled your map wrong somehow. edit: mat_leafvis tells a different story, but would like to say that there are just some strange areas...
  4. McLovin

    How to Create Rushing Water

    i've never done it with water, so there may be some differences, but i wouldn't think there would be. add "texturescrollrate" and "texturescrollangle" along with values to a VMT of your texture. you can use VTFEdit for this.
  5. McLovin

    Removing ammo from a player on respawn?

    the forced medieval mode prefab has a mechanic that causes a player to switch to melee on respawn. that may help unless i'm misreading what your concept is.
  6. McLovin

    Compile error and Troublesome Sprite

    pasting your compile log in here outputs "brush 20499: floatplane: bad normal side 0 texture: mario_kart_64/blocks_yellow" one of your textures is aligned wrong. it's recommended to just delete the brush it's on and start over. you can find more help regarding how to find the brush on the page...
  7. McLovin

    Last point payload fail

    after deleting the entire brush in notepad instead of changing the values, i was able to open your map. replacing the brush's values with "1" or "0" or anything doesn't help because the file is accounting for a brush that can't be found. resaving the map with the invalid solids removed would...
  8. McLovin

    uh, need help.

    crash's design theory video (take note of viaduct formula) valve developer wiki article on payload (dated, but still may help you) valve developer wiki article on tf2 in general these are p much the only resources i know of. there was a forum thread on here years back asking about "why don't we...
  9. McLovin

    Remaking the pit, and making an oddball-style mode

    hold the flag may be what you're looking for (ctf / koth hybrid prefab). koth_slaughter_event has that shooting gallery at spawn which you may wanna take a look at for inspiration.
  10. McLovin

    How do I test my maps without help from the TF2Maps community?

    the source engine discord does tf2 playtesting, although im not sure how often and what the requirements would be to submit a map. https://discord.gg/b8H8QMn
  11. McLovin

    Siwa

    - redid mid. brought it closer - waterfall extinguishes - redid layout to restrict snipers - added 2 new routes to mid - made ramps out of spawn a little better - improved indoor lighting - added nobuild in waterfall - players shouldn't be able to hide in waterfall now Read the rest of this...
  12. McLovin

    Siwa - Alpha 6

    - redid mid. brought it closer - waterfall extinguishes - redid layout to restrict snipers - added 2 new routes to mid - made ramps out of spawn a little better - improved indoor lighting - added nobuild in waterfall - players shouldn't be able to hide in waterfall now
  13. McLovin

    Siwa - Redesign

    A lot's changed. Mid should be recognizable.
  14. McLovin

    Siwa

    A lot's changed. Mid should be recognizable. Read the rest of this update entry...