PL Greenvalley [Deleted]

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CafeineMan

L2: Junior Member
Jul 31, 2010
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Greenvalley - A 4 points map like Badwater

In my personnal 72 month contest, I'm glad to introduce you, pl_greenvalley.
I dit it ! Well... almost. I hope to upload the first release candidate in... 2022 ? I'm so lazy and so slow.
I think people would like fast party in TF2 in 2017, so, Greenvalley is a long, long payload (so long for my poor heavy).
This is the first three pictures. I need to still finish the last red spawn.
The map is not very gorgeous (amazing Jungle Inferno update !), I prefer to concentrate to the gameplay.
See you soon (or not) to take a ride in.

PS: no bsp upload for the moment, sorry.
PS2: I already use this name for a previous CP map (and there's an other CP with that name).
PS3: sorry for my bad english... I'm french.
 

CafeineMan

L2: Junior Member
Jul 31, 2010
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Thx!

New pictures. The last point with red spawn under construction (rocket jumps and jet packs for all) :

20171104123211_1.jpg


An other part of the map in the middle (the least for me) :
20171101081119_1.jpg
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
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Thanks... but I speak english so bad... I would like to say, where do I put ammopack and helthkit on my map. Sorry :D
PS: congratulation for Brazil ! (depuis le temps que tu voulais y arriver)
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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RaVaGe

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Jun 23, 2010
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Thanks... but I speak english so bad... I would like to say, where do I put ammopack and helthkit on my map. Sorry :D
PS: congratulation for Brazil ! (depuis le temps que tu voulais y arriver)

Oh ok, then put them by experience, for a pl map you want to put ammos where the engineers have to build their stuff, it's really a try and error process, change them when you have to tweak the gameplay.

But for a first test, put them in an area where you want to see the players congregate.

Thx for BR, actually i've never tried to reach anything tbh, always been there for the fun. :)
 

CafeineMan

L2: Junior Member
Jul 31, 2010
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Yes, offcourse, but it's hard to finish a map (I've drop so many times before doing the good one).
Brazil in 2015, I didn't see.

PS: where can I find a list of all the possibles trigger actions ? With "kill", can I make disappear a block (funk_brush) ?
 
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ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
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If most older valve maps such as hydro does have a bit of what you say not sure for a list, you can check the valve wiki but if you want for example a block to appear and disappear just follow this

First make the brush into a Func_Detail by pressing ctrl_t

Change the func detail to a Func_Brush

Now add a name to your entity and make sure solidity is set to toggle (this is if your making it appear)

Set Start Disable to Yes

Now set lets say one of your capture points to activate it by going to the track path that's over the cap simble

Click add and in target entity put the name of the brush

In My Output Name set it to OnPass

And finally set Via This Input to Enable

And there you go now taht prush should appear when the cart goes over that path track, if you want the brush to appear becouse of another trigger, just change it to the apropreat way to be activated and if you wanted to disappear just do the opposite for start disable and via this input hope this helped :)
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
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Thanks, I'll try this (but in the opposite way - Start disable No and Disable on the logic relay -).

Other question. Areaportal are done. What can I always do for basic optimisation before playtests ?
 

ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
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well you can add hints for more optimization but if you want to see if the optimization is good in the map, load up the map

Turn on sv_cheats and type in mat_wireframe 3 or 2 depends on what you want to see
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
I'll see that later, but thanks again.
I realize my map is realy, realy too big. I don't want to redo everything :(
In payload map, the cart's time between two point are approximately about 1 minute. Mine are 1'30" / 1'40" and spawns are far away too.
How can I change respawn time ? And capture time ? (so, eventually cart speed ?)
 
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ϺΞΤЯΘΉλϺ

L3: Member
May 8, 2017
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Respawn time can be changed by logic_relay I belive that's connected to the tf_gamerules

So set it to OnNewMapRound I belive then SetRedRespawnWaveTime and in the next box set the number to what you want the bigning round to be (but keep in mind everythime a point is captured the time goes up by 2)

Do the same thing for blue just change the name to blue

And for capture speed well if it was cp on the trigger there should be Cap Speed with a number next to it that caps in sec but for payload I belive it's ether on the trigger or it's the path track that changes the speed so look at both to see which has it ( if I is path track you have to change the speed on all path tracks for it to work all the way or else it will slow down)
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
Thanks again, very helpfull !
...but I'll do optimization first. I need playtests (to assess the extent of the damage). I was try to do a full compilation, but it's too long. Vvis don't like my map right now.
I hate hint / skip, I understand nothing :confused: ...that will be very long.
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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You don't need a logic_relay to change the respawn times. You can use one, but it's not required- you can just as easily fire the input straight to the tf_gamerules.
 
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