How do I Remove classes from a map?

Jan 31, 2008
555
1,482
How do I make a map, where you can't play, for example, the scout?
 
Jan 31, 2008
555
1,482
Well I make alot of original maps.
Trying out new ideas.
And some of them needs to change some of the base rules, such as the classes or the weapons.
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Well I agree with the weapons. But I enjoy all the classes so I'm kinda happy that you can't decide that :p
 
Jan 31, 2008
555
1,482
I like all classes too, but if you play ctf_magnetic you're gonna hate the scout
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Bit harsh maybe, but thats a level design fault than :p
How come that I would hate the scout? Im gonna try your map now than, I wanna see it.
 
Jan 31, 2008
555
1,482
If it would be a normal sized map, it would be a map fault.
But this is supposed to be a small melee ctf map, and scouts are just way too fast for the size of it.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
trigger_hurt that does 125 damage (or whatever the scouts health is) right after spawn, followed by a func_regenerate, scouts will die while everyone else survives.

Can you set a trigger_hurt to only fire the damage once?

It would be funny anyway to see the scouts keep running through the invisible wall of death. lol
 
Jan 31, 2008
555
1,482
That will not work at all.
I think more people would play scout because we tell them not to :p
 

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Hmmm, one class, armed with flamethrowers, sticky mine launchers, healing guns, and a machete for melee. Speed of a scout, health of a heavy, and the mouth of a soldier, the classiness of a spy and the brains of an engineer...

Edit, we could name this class... "Doxites"!
 

Scoobingsthe2nd

L4: Comfortable Member
Nov 11, 2007
170
0
I played magnetic after you removed the scout's weapon and I gotta say I think it's interesting. The scout functions as a flag carrier but is defenseless. It works imo.
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311

PandaN

L1: Registered
Jan 16, 2008
30
0
I did it for a duel map, its really basic.

In your spawn room place all your info_player_teamspawns, and make a wall around them (trigger_multiple) so that AFTER they move after spawning, they will touch it. Make it do output to point_clientcommand that does join_class soldier or whatever.

All of this has to be done INSIDE the spawnroom trigger :)
 

TheBladeRoden

L420: High Member
Oct 26, 2007
491
168
I did it for a duel map, its really basic.

In your spawn room place all your info_player_teamspawns, and make a wall around them (trigger_multiple) so that AFTER they move after spawning, they will touch it. Make it do output to point_clientcommand that does join_class soldier or whatever.

All of this has to be done INSIDE the spawnroom trigger :)

Or clone that trigger 8 times, then change them each to a class you want in your map. Then make a doorway around each of them with labels or something.

Then you can have 8 exits from the spawnroom for each class except the Scout.
 

PandaN

L1: Registered
Jan 16, 2008
30
0
Yea, only real rule is that it has to be inside the spawnroom, because if its outside, people can leave spawn as another class, and will only be switched back when they die :p