Dustbowl-style attack/defend entities

  • If you're asking a question make sure to set the thread type to be a question!
Jan 31, 2008
555
1,482
I find this system really hard to set up.

Is there a prefab with the same control point and spawn layout as dustbowl that has all vital gameplay elements in it?
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
If creating a prefab can get us more Dustbowl-like maps, I say we go for it.

By the way, try looking at the actual decompiled Dustbowl map. It'll show you all the required entities you'll need
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
actually, if you are looking at decompiled maps, look at bloodstained, most organized and easy to understand one ive seen

and personally...a good tutorial serves a much better purpose then a prefab, then people can actually learn it...Ill work on one when I can get the 2nd map im working on to a presentable stage ;) (write it as im setting it up)
 
Jan 31, 2008
555
1,482
If you haven't already, check out this - http://developer.valvesoftware.com/wiki/TF2/Creating_a_Linear_Gameplay_Map

Its what I used as a guide when I made my multi-staged map, I thought there was a prefab with it but now I look there isn't unfortunately, its not too hard to follow though.


That tutorial uses one control point per stage, and blue doesn't take reds old spawn on map win, like they do on dustbowl.

And I did try decompiling dustbowl.
I copied everything that seemed relevant.

When Blue won stage 1, the game froze. I really have no idea why.
 

Memento Mori

L2: Junior Member
Mar 25, 2008
61
11
If creating a prefab can get us more Dustbowl-like maps, I say we go for it.

By the way, try looking at the actual decompiled Dustbowl map. It'll show you all the required entities you'll need
Yeah crawl about at 1.5 fps until you find some tiny entities :)
 

Rad

L1: Registered
Aug 25, 2008
16
2
Prefab Assault CP stuff would be awesome, considering it's one of the most popular game types. I personally think it's good to BOTH look at examples and read the tutorial. With looking at other maps, you can see how they're layed out while the tutorial tells you what each part does. That way, you can copy/paste the entities while at the same time learn how they work and whats important. Typically if you try copy/pasting entities from a map, you may end up missing something vital that you thought wasn't important and it screws up everything.
 

Laz

L420: High Member
Jul 5, 2008
461
35
Its not that hard to set up.
the most work gets in enabling/disabling gates, other then that, its quite easy.

I would recommend doing it yourself, no copy pasting, following the tutorial and struggling through. This way you will learn a lot about inputs/outputs, how the entire system works, etc ...
when you are using a prefab, you will not gain this knowledge. If you've done it once, I have no problems with using prefabs to save time. But you should at least know what you are using.

I have my own personal prefabs for some gametypes, mainly for testing purposes.

Doing it yourself, may take longer, and it is harder. but in the long run, you become a better mapper, and you will have tons more control over entities, and will have a better grasp at whats going on, or whats going wrong when things are not workin as they should.
 
Last edited:

Username

L2: Junior Member
Aug 26, 2008
96
61
I second laz. The tutorial was enough for me to get it working first try. And it's a great way to learn the trigger system.