Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

frdwrdpnz

L1: Registered
Feb 15, 2011
7
0
When i found this, i had been spending 10 minutes trying to figure out doors (i'm new)
and then i saw a little point and click thingy to put doors in, and i downloaded it and it worked and i was like:




!



THANK YOU YOU ARE AWESOME.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Another new Hammer user inadvertently handicapped by the elusive terrorist known mainly as "booj"
 

Miauw62

L1: Registered
Aug 26, 2011
29
8
Hmm, the doors dont seem to work.
i dont know if its just me, but i have put the doors in, double checked, and replaced them, but they still let all pass trough.
and the resupply lockers arent animated anymore, somehow
what am i doing wrong?
 

Miauw62

L1: Registered
Aug 26, 2011
29
8
I'll do that.
i was thinking it was place 'n go.
thanks!
 

Robot3x

L2: Junior Member
Sep 8, 2011
51
3
I'm new to mapping, so this might be a dumb question, but is there a way to edit these props?

Right now when I place any of the stairs in, I let them go down past the ground to get them the right height, and I'm overlapping guard rails to get them the right length. Probably not the best way to do it.
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
When I opened hammer this morning, I immediately saw that custom stuff it added to ease mapping (namely the custom info_player_teamspawn model and all the pretty point entity icons) was again at Valve's standard. The ABS prefabs however were still there. Did Valve release an update or something that has re-overwritten stuff or is this a problem on my side?:confused:
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Sounds like it reverted to using the default FGD. Did you use the Reset Game Configurations thing in the SDK? You can switch it back in Hammer by going to Tools > Options > Game Configurations, and in the FGD box select the entry that is there (tf.fgd) and click remove. Then click add and select tf-abs.fgd from the sourcesdk\bin\orangebox\bin directory (not sure if it navigates there by default).
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
Thanks! It worked. But I have no idea why it even switched the fgd in the first place to the default again?
 
Jan 8, 2011
397
393
I just wanted to say how incredibly amazing this pack is. There isn't a snowball's chance in hell that I'd be able to map without your resources.
 

R1ghteous

L2: Junior Member
Sep 22, 2011
70
33
There is a pretty big error that needs to be fixed. You helped me figure it out on pl_manngrove, but it should be fixed so others don't have the same issue...

For single stage payload, each CP on the property name "RED Previous Required Point 1" should be set to cp_one

If this isn't fixed then it results in the red team only being able to block the cart from progressing 5-10% of the time.

Thanks again for your help ABS.
 
Last edited:
Jan 8, 2011
397
393
Oh wow, I better fix that one in my map too. I haven't tested it with anyone yet, so I had no idea.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
It is worth noting, in the library itself payload blocking works, and you are the first to have a map that was brought to my attention where it failed to work. So while it is something I intend to add in the library, it doesn't seem like an error that is imperative to fix immediately.
 

antss

L1: Registered
Dec 14, 2011
1
0
Wow this is epic.