Recent content by zbandito

  1. zbandito

    Nova Luna - unofficial musical band of Red Team

    Nice sense of humor, fellas!
  2. zbandito

    Nova Luna - unofficial musical band of Red Team

    ;) That's me on the keys, and my friend Marshall Snyder on the drums. I couldn't help but think of TF2, mapping, and TF2maps.net when I saw the Bedrock Machinery signs. :O :texalign::disp3d::overlaytool::decaltool: :applytexture: :woot::laugh::thumbup1: The photos come courtesy...
  3. zbandito

    All is revealed

    That flare gun sounds a bit like a napalm rocket! :wow: I wonder if it will only ignite other players..? :crying::confused:
  4. zbandito

    Team Fortress 2 Update Released *GoldRush*

    Glad it's out finally. Any word on branching paths, multiple carts, etc.?
  5. zbandito

    [INFO] Playload entity setup.

    I thought that was just the intended scoring system setup.
  6. zbandito

    New Updates?

    what are engineer buildings, sentries dispensers and teleporters?
  7. zbandito

    Our letter to Valve, part II

    Hm, can you name the player when they enter a trigger_multiple, have it spawn a trigger_hurt entity and set it's parent to the player name? Just a thought. :)
  8. zbandito

    Our letter to Valve, part II

    Delays can be accomplished through the outputs tab; pipe to a logic entity if necessary. Has this letter been sent yet? I think it needs to go out soon if not. Sitting around rehashing this letter isn't going to get anything addressed, and while I understand and agree that the letter should...
  9. zbandito

    If it were you guys who were developing, how would you improve 2Fort?

    sunoxen, the map with the breakable glass roof thing is Chaos by Vilepickle, I think. Regarding 2fort, I think a bit more sniper cover could do nicely at times. It also seems a bit big, but perhaps that just means you need a more coordinated team. I really value teamplay, but even if a...
  10. zbandito

    item_teamflag not being a good parent. ARRRRRGH!!!!

    Well worse. Deadly spikes = trigger_hurt brush entities that kill players within the secured zone surrounding the flags. So taking a single flag alone has no inherent danger, but if your team blindly charges all intels simultaneously someone might die. Kind of harsh but it could potentially...
  11. zbandito

    item_teamflag not being a good parent. ARRRRRGH!!!!

    I think another way to approach it might be to make it so that picking up one flag enables brushwork making it impossible to grab the other flags until the first flag is captured or returned. Think a set of deadly spikes that are triggered when a teams security system detects one of the flags...
  12. zbandito

    Cinematic Physics

    In the upcoming 'medic unlockables/Goldrush' update, it's been mentioned that Valve will also be including their 'Cinematic Physics' technology. This thread is for discussing it! So, any idea what this is?:huh::drool1:
  13. zbandito

    Opinions on landmines and other fun stuff of the like

    One way to address the issue is to make the destructible object beep, smoke, and/or flash for a moment before it actually detonates. This gives the player a bit of a chance to escape their doom. Nice idea; there are several interesting ways to implement this. :)
  14. zbandito

    Buildings on moving platforms- soon to be possible?

    I think that is the discrepancy between the rendered world and the physics world as communicated from server to client... similar 'jumpy' behaviour is somewhat common with lifts, for example (try it in thirdperson)...
  15. zbandito

    Buildings on moving platforms- soon to be possible?

    It's possible that the change is a result of TF2 being altered in one of the recent downloads.. even some of the comments in the interview linked above indicate Valve has done a lot of work 'on the back end'. Have you tried a previous version of the map running on a current version of TF2 to...