Consolidated List

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
spaceweasels from another thread said:
Yes it is possible to have a single flag CTF. There's one hitch. The flag (briefcase) has no neutral skin, it's default colour is red.

This should be added to the list. Simple fix, should make single / neutral flag gameplay less confusing.
 
H

Haas

27. Higher entity limit
They would if it was possible see no reason why they wouldn't do this already and why the limit is active
43. Allow for ladders in the game.
They can but it is a game breaker so they won't
30. More textures with greater variety, especially indoor ones
They would if they had any but why would they release textures that are not in the game. (maybe they have some unused so you could ask for releasing unused textures but The changes are small.

34. Drop Hammer and look into using Blender instead
They will never simple because they have no controle over blender. Asking for more import features could help like import dxf files.
36. Consider bringing back Green and Yellow teams. 4fort for the win!
Yeah right... This is more something for the modding community.
 
H

Haas

hmm i got one to add filter out model textures in the texture browser!
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
2 more suggestions for hammer, I haven't seen either of these features, but then again, I only just started using hammer a month or so ago...

- A circle / arrow which shows what direction doors are set to move in for the grid / 3D view, something similar to the output radius circle for ambient_generic entities, with a drag-able circle to increase the distance the door opens. For an example of what this would look like in hammer:



-
A "line of sight" tool, a cross between the camera tool and the line that a point file creates, that places a line on the map with two drag-able end points that's visible in the 3D view. It would be useful for adjusting / removing sniper spots, finding out just how far around a corner players can see, and lining up brushes and decals to one another. As of now I've been making func_door's and dragging their origin around to do this, but it's sometimes hard to tell if the line is going through an object and the origin moves along with the door making it a bit troublesome.

Didn't think of it before, but, env_laser and info_target work well for this. So I guess this 2nd request isn't as important, although it can be difficult to drag the entities around when you're zoomed in the grid view.
 
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Pad See Ew

L1: Registered
Dec 1, 2007
7
0
43. Ladders do work in TF2, I've played on a map that has one!
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Sorry for taking so darn long about it, been busy. I have edited the list in the OP if you want to check it out. I am including here the things I removed from the list with an explanation as to my reasoning. Again feel free to critique.

4. Fix the seemingly broken other CTF gamestyles
Not specific enough. If someone could provide good examples then will reinclude.

19. Scalable models
Not TF2 specifc although I wholeheartedly agree that this should be included. Also I suspect a solution to this is not as simple as one might think.

27. Higher entity limit
Again not TF2 specific, and like Haas points out, probably would be fixed if it could be.


29. Make func_nogrenades work?
Well I am not sure what this entity does, but I think it might not work because neither of the demoman's weapons are techincally grenades? If thats the case then it cant be fixed, and the damage filter that we are requesting might fix the problem. If you are perhaps asking for something similar to the no_build brush that keeps engis from building, I will agree that something like this for stickies might be useful.

TEXTURES
30. More textures with greater variety, especially indoor ones
31. A guide to how you stylize your textures
32. Metal floors/walls, and ground/floor surfaces. (we are tired of nothing but farms,mines,deserts,spytech settings in each and every map.)
I've decided this smacks too much of laziness on part of the mapping community. Like lots of these suggestions I agree with the idea, but think that valve might think we're too demanding. Asking for the release of any extra textures might be ok, but I doubt that would occur.

33. Add the ability to see the effects of the smoothing groups in Hammer.
Like so many of these suggestions this one is over my head, but it sounds to me like its non-TF2 specific.

34. Drop Hammer and look into using Blender instead
I've always thought this was a little over the top, and several people have said the same, so I am going to remove it. Sorry MacNectron!

36. Consider bringing back Green and Yellow teams. 4fort for the win!
This ones a wash. Green and Yellow teams were provided for in TFC, so that is the reason i considered asking for this. However, this is probably one of those laziness things, where if we really wanted it the modelling community could provide it. Like creating our own textures it would just take work.

38. A built in advanced vertex editor so that I wouldn't have to build cylinder curves 5X larger, than they need to be, and then shrink them down to size.
Not TF2 specific, again though like most of the general Hammer suggestions, i agree that it would be a nice inclusion.

39. I would like to see VVIS handle cylinders a bit better - visileafs for every face when the cylinder is only 4 units big is not necessary (yes, I know func_detail takes care of that).
Not TF2 specific, and yes anything like that should be a func_detail anyways.

40. Light preview should preview ALL light generating entities, not just spots and dynamics.
Not TF2 specific, and since the lighting preview was just added seems silly to criticize it.

42. Fixing that silly "can't build default cubemap" error when building cubemaps.
I don't believe this one is TF2 specific. If it is then yeah it should be included.

43. Allow for ladders in the game.
Personally I don't see why valve couldn't give us the option on this one. I think ladders are definetly useful. However, this seems like a battle I won't win so I am removing it. Also as Pad mentions above, there is a workaround for ladders although somewhat inelegant. It can be found in fpsbananas' prefab section for TF2.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
I've been thinking about #36 actually, the adding of Yellow and Green, and I think it might be worthy of inclusion. We should specify though, that we are not looking really for the colored character models, that we can do ourselves. Instead we are looking for the ability to have Yellow and Green flags. As is we only have options for Red and Blue in the filters, the flags, the cap points etc. We should ask for the ability to create variables beyond that.

So say if 1 = red and 2 = blue in the variables, then we need the options for 3 and 4.

I dunno what do you think? I realize that 4fort games only have a limited appeal, but i think this request fits in nicely with the desire for more flexibility.
 

zbandito

L1: Registered
Feb 12, 2008
21
2
I strongly suggest considering what is most likely to be implemented and what is most valuable for the mod/mapping community... e.g. requests for more textures can easily be fufilled by the community or the mapper themselves. Entity fixes or additions are much more valuable...

dirty said:
I agree. Our full list is ambitious (more textures? We don't need to request that!). We should focus on getting the most bang for our buck without turning off the devs with a huge, rambling list of requests.

The developers at Valve undoubtedly receive a lot of requests; let's try to ensure these are essential and not superfluous! Particularly, ensure the list is CONCISE. :)
 
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DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Well what did ya think of the list provided bandito I'd say its fairly concise and ive cut out virtually everything that the community can do itself.
 

Elvis666

L1: Registered
Feb 24, 2008
4
0
ENTITIES
25. Make func_rotating work
Actually func_rotating does still work, but only for lights (eg. point_spotlight, light_dynamic, ...). It's a bid sad though that it doesn't work for brushes anymore...
Maybe (I'm really not sure about this) func_rotating brushes create a ton of visleafs. Wich would result in very poor performance on medium to lower end systems...
I guess there isn't a way of testing that theory though...
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Wow. So much stuff has been added since last time. Though after your absence, I started on our letter. This is what I got so far; feel free to use or modify as needed.



Subject: A Request From The Mappers

Dear Valve (or whoever),

My name is Daniel, and I am writing you on behalf of the largest custom Team Fortress 2 community; the TF2Mappers at www.tf2maps.net We have all enjoyed creating new material for this amazing game. One of our members has been hard at work for several months doing an awsome remake of ctf_Rock2- (need link). We would like to ask that you consider a few updates to the editor, allowing us more freedom to create unique content. As the largest custom TF2 community, we have agreed on a few things that we would like to see, and feel would be extremely helpful to the all the mappers.

The single biggest item we would like to have is the ability to use multiple gametypes in a single map. At the moment, doing so is very difficult. For example; one player can carry infinite flags, there is no way to manipulate the hud, scoring is messed up when using cp's and flags at the same time. A fix to the specific filters such as by damage type, class, and flag possession, would go a long way. There are a number of other items that we would consider invaluable tools:

CTF-
1. Ability to modify the speed penalty of a flag carrier.
2. Option to set the flag return timer.

Scoring-
1. Greater variety of scoring systems. For example, points earned based on the amount of time a flag/cap is owned.
2. The game_score entity appears to be broken, and is unable to alter individual scores, only that of the team.

Models-
1. Scalable models.
2. The ability to directly import models to Hammer from programs like Blender, XSI, and Maya.

Textures-
1. A greater variety, specifically for indoor and urban environments.

Hammer Specific-
1. Fix the 'can't build default cube maps' error.
2. Ability to see smoothing groups in Hammer.

Game Rules-
1. Control of max spawn time, not just minimum. At the moment, this can only be done server side.
2. Limit and/or disable classes. This is also a server side option we would like to have for Hammer.

We know you guys are working very hard, and are grateful for everything you have given us. I know I speak for everyone in this community when I say we are all eagerly anticipating the new achievement packs, and Episode 3. Right now we just want a bit more flexibility when mapping for Team Fortress 2. Thank you for your time, and keep up the good work!

Sincerely, Daniel JE.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Very concise, which is probably for the best. I would, however, consider keeping this paragraph:

one player can carry infinite flags, there is no way to manipulate the hud, scoring is messed up when using cp's and flags at the same time. A fix to the specific filters such as by damage type, class, and flag possession, would go a long way. There are a number of other items that we would consider invaluable tools:

Both in the body of your letter and also in the list. In reading the letter the recipient might focus on the numbered list and only glance over the part in the body of the letter.

It does make the list longer, but i think for very short entries like:

6. Allow a way to filter player classes
7. Allow a way to filter weapon damage
8. filter_activator_name appears to be broken for TF
9. Allow a way to filter out flag carriers

...the length is donwplayed by the brevity of each entry.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Sorting by game in model browser does work.
You have to click on the top bar, then hit down till you hit TF the second time.
Models-
1. Scalable models.
2. The ability to directly import models to Hammer from programs like Blender, XSI, and Maya.

1. prop_scaleable. Not supported in TF2. (Is supported in Ep2)
2. Doesn't work like that. They need a qc file so that you can make a host of options that make source models how they are.

2. Ability to see smoothing groups in Hammer.
Should be able to see it. Go Camera>3dSmooth


Also the ability to enable/disable the Hud markers for a control point.
 
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Corion

L2: Junior Member
May 17, 2008
67
8
22. Ability to create brushes/entities that the pyro can light on fire
I would also like to see the ability to create other objects that certain classes and/or certain attacks can activate so players could create objective-type maps. This would also have to include appropriate input/output events and a way to alter score.

Examples:
  • the ability to place a "sap target" which would be sappable by spies the way engineer buildings are
  • the ability to create some object that could only be destroyed by the heavy's minigun (a large, thick metal cable? a series of suspension ropes? a corrugated sheet of metal that could have a door cut into it?)
  • the ability to create a switch or other device which could only be activated by a melee attack
  • the ability to create objects which could be "constructed", "repaired" or "dismantled" with the engineer's wrench
  • the ability to create an object which a sniper would have to shoot, again, possibly a thin cord or wire somewhere in the distance which could not be destroyed by a rocket
I would be interested in using these for RTCW: Enemy Territory style maps or UT Assault style maps, along with some fun "puzzle" singleplayer maps.

Also, one that I would like to see is a way to limit players from changing to certain classes within certain areas, or specified by the respawn zones.

The singleplayer maps could present the player with a series of obstacles they would have to overcome or bypass with certain predefined classes:
e.g. There's a wall that's too high to get over with a normal jump, and the classes demoman, soldier, and scout are restricted. What do you do? Build a sentry and use it as a platform. The wall is still too high to jump over, so what now? Build a teleporter exit on top of it, and voila! Challenge solved. After you pass each challenge you'd come to a new location which would give you a place to change your class, but would indicate with signs which particular classes are restricted.

It might even be possible to engineer a sort of 2-player co-op puzzle solving method:
e.g. The engineer would have to build the aforementioned teleporter solution for a friend who is a heavy so he can shoot his minigun at something. If the first player built the teleporter scheme and then switched to a heavy, all of his buildings would be destroyed.



EDIT: Some of these could be faked via:
6. Allow a way to filter player classes
and
23. Ability to create clip brushes that can block only certain projectiles.
#6 would allow you to KILL players who selected a certain class within a respawn zone that you wished to restrict for that area, and #23 would allow you to create a ton of clips around an object so that only a certain weapon could destroy it, but these are very messy solutions.
 
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Jan 31, 2008
555
1,482
I'd still like a way of grouping texture surfaces together similar to the way you can group brushes together
 

Lss40

L1: Registered
Oct 12, 2008
16
4
I would like to have some more options in map_obj_dispenser or something like that. Enable/Disable output, set how much heals etc.
 
Jan 31, 2008
555
1,482
I don't know if you guys know about this yet, but we are able to set the flag return time in Hammer now :)