Scout doors

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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I was walking doing my paper round when i thought that the scout doesn't really go ahead much or help the team much...so i thought why not have a door which only scouts go through to open a door for rest of the team so this is what i need to know
___________________________________________________________________

-How would i make such a door
-How would i copy a sign model and make it sperate with new multiple skins

Give me your feedback and help :)

Gamemaster1996
 

Nutomic

L11: Posh Member
Feb 7, 2009
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I dont think this is a good idea, because the scout really can compete with all the other classes, there is no need for such a thing.

The only thing, which would easily work would be something, where you need to double jump for a shorter way to a certain position, or something like that.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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k soz (stupid paint)
 

Nutomic

L11: Posh Member
Feb 7, 2009
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So basically, blu could only win the map (or go a certain way) if somebody goes scout? This looks like a bad idea, because you are forcing players to play scout, even if they hate it, or if the map plays bad as scout. I wouldnt do this, and buttons also dont fit onto tf2.
 

Terr

Cranky Coder
aa
Jul 31, 2009
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AFAIK there's no way to do a "scout only door" without (A) a server plugin (B) making the "door" actually a crazy sort of jumping thing that only the scout and not the Demo/Soldier can access.

Scouts are plenty useful for their team. If you worry the scout doesn't get enough play on your map, that just means you need to add more scout-shortcuts (like the bridge roof on 2fort) and more side-paths.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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Well it might be good for high player servers and i want there to be more point to classes like being able to help there team
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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So anyway there must be some way to do this (atleast the model)

Would the door be something to do with filters as they've managed to pinpoint classes before in maps where classes are limited in areas :bored:
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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Okay i did some thinking...and thats not all i thought about this and i've now decided something like this (See attachment) So if theres scouts they can open it for quick access to the rest of the team but if no-one can be bothered then they can take the other route
 

Nutomic

L11: Posh Member
Feb 7, 2009
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Please dont post again within a few hours in the same thread, use the edit button:

edit.gif
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Poor gamemaster, people are pretty rough with you.
Can't do this, don't post that...

I think your idea is an excellent idea. It adds something new to the game.
If executed properly, you can easily do things in your map that would give an advantage to a specific class.

For your scout door idea, here's what you could do:

Put a locked door that needs to be destroyed by shooting it, with a lot of HP.
Above the door, put a ventilation trap, crouch height, that would allow a doublejump-crouching scout to get to the other side of the door and unlock it for a faster way in the enemy base.
This vent trap could obviously be reached by demos and soldiers, but it would be much easier and faster with a scout.

If you use your brain, you can add unrestrictive but subjective gameplay elements for a given class.

MQ
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
A series of zigzag jumps that would kill a buffed soldier/demo, but a scout would have no problem with... though not sure how long and high this would have to be :p
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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Okay thankyou although i think through my psycotic mind which only understands complicated and not easy, a way to do my plan Basically use a filter to filter classes that go through it (like in the class limiter (sorry dont go to fps banana too much) http://www.fpsbanana.com/prefabs/2608) in which they have been able to limit what class, so i should be able to use those parameters through a trigger that opens the door.

And also still not sure bout model thing but imm not 2 worried bout that
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Well, that class limiter only works locally, it won't affect other players once you play online.
You can't filter by class in TF2 unless you use a mod or plugin.

"Simple" is usually the best way to go! :)
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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and that's not even a class filter... that's a method by which the player is forced to play a specific class. Completely useless for something like a scout door.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
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and that's not even a class filter... that's a method by which the player is forced to play a specific class. Completely useless for something like a scout door.

Actually no it's not becuase it'll force the player to change class...and if there already scout they'll go straight through unharmed the vmf is attached...Would be a bsp however it doesn't run it'll just say to me cant load hdr skybox or whatever when i havent chosen hdr
 

Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
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I don't think this would make for a fun addition to a map, not only would it be confusing to players who just wanna gib people, it would make it frustrating for people trying to play against Engineers..

The "Class Filter" doesn't stop anyone but Scouts from passing, it just makes everyone go Scout, which is a completely different thing. I think if you wanted to have a button, that someone needed to press in order to open a gate, that's fine, but adding the Scout element to it would just make it overly complicated. Besides, your pretty much back to a regular CP map by now..
 
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Vig

L2: Junior Member
Feb 14, 2009
60
120
I like your ingenuity but I can't say I like the idea at least not yet.

This would create a server full of scouts and then everyone would switch within a few deaths once the door was opened.


If the map was winnable without the scout door being opened it just opened a quicker shortcut for the rest of the team.

I can also see this working if the map was winnable without the scout door needing to be opened, but it would probably be harder and take longer. Like a track switch to a shorter route in a payload map. Maybe have a control room that only scouts can get to, and have the cart aggressively backslide that way with proper coordination a team could try several paths into the final base, instead of always getting stuck at the same old choke points?

Or maybe a rock paper scissors set of shortcuts. Scout door, opens a vent snipers can hit a target, unlocking a drop hole that demo's have to tumble nades into (star wars "luke use the force" style) that unlocks a door to some puzzle that heavies have to complete and so on.
 
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