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  1. geegor102

    TF2Maps.net Major Contest #16: Back To Basics [MAIN THREAD]

    I think a week would be pleasant
  2. geegor102

    I/O based payload carts

    to make this compatable with ABS when using badwater- remove all logic from prefab except logic_case and math_remap. change the train watcher to not handle movement. add 2 outputs from the cap area- change cp outputs if needed send a output at the end of setup to the capzone to enable it if you...
  3. geegor102

    I/O based payload carts

    I/O based payload carts - *ripped from valve maps Two payload carts ripped from valve maps with most if not all of their logic. Has carts and logic from Badwater (1 stage) and Goldrush (3 stage) you will need to setup the checkpoints, pathing and finale from the ABS pack with some...
  4. geegor102

    I/O based payload carts a1

    Two payload carts ripped from valve maps with most if not all of their logic. Has carts and logic from Badwater (1 stage) and Goldrush (3 stage) you will need to setup the checkpoints, pathing and finale from the ABS pack with some reconfiguration needed.
  5. geegor102

    Team spawning is messed up

    you may also want to sub your func_tanktrain for a func_tracktrain
  6. geegor102

    TC team_control_point_round issues

    that wouldn't be an issue as hydro has rounds that are shared by 2 CPs at the end. also all of the mid rounds in normal TC share priority and CPs. Its also not really fair to call this a custom gamemode as it is akin to Hydro-TC as 2cp/ad is to 3cp/ad. However I do thank you for your help.
  7. geegor102

    TC team_control_point_round issues

    the priority thing I use for forcing the mids to fight first and have the winner get to attack. when the .bsp is loaded the first round works fine, however and subsequent rounds have a high chance to break if they have bots. the issue I have goes back to the team_control_point_round. sometimes...
  8. geegor102

    TC team_control_point_round issues

    I have removed a fair bit of I/O logic concerning pathways to simplify the logic. The issue itself comes from the pairing of the two points. doors and such work properly to my knowledge. the issue I have is that when the outputs should be triggered they are not being triggered when using the...
  9. geegor102

    TC team_control_point_round issues

    Hello! Im back at it again with the TC issues. This time its with the team_control_point_round, it seems when I play with bots or other people the wrong spawns and outputs are being sent. I have read up on this section of the...
  10. geegor102

    Lodgepole

    changed some logic so the other route occurs Read the rest of this update entry...
  11. geegor102

    Lodgepole - other route

    changed some logic so the other route occurs
  12. geegor102

    Lodgepole

    oh no
  13. geegor102

    Lodgepole

    ya know, you would think the ABS prefab wouldent be broken
  14. geegor102

    Lodgepole

    I hate TC logic so much. Read the rest of this update entry...
  15. geegor102

    Lodgepole - removing broke round

    I hate TC logic so much.
  16. geegor102

    Lodgepole

    Lodgepole - my attempt at TC I attempted to do tc
  17. geegor102

    Lodgepole a1d

    I attempted to do tc
  18. geegor102

    TC Respawnroom Vis Problems

    wow! thank you so much! where did you find the documentation on this?
  19. geegor102

    TC Respawnroom Vis Problems

    Doesnt work for me, sorry. the same issue persists
  20. geegor102

    TC Respawnroom Vis Problems

    As is evident by the title, I am making a TC map, I used the ABS prefab for it. I am having issues concerning the respawn rooms breaking without editing them, they are non-solid and appear for both teams. I have tried repasting, which works for a while but breaks quickly. I don't really know...