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  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.
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    Dust 2015-09-02

    http://archive.tf2maps.net/downloads.php?do=file&id=623 Some others may have tried porting the classic CS map de_dust by David Johnston, to TFC and others. This is the definitive Team Fortress 2 rendition, given new life and unique personality in the TF2 universe. Originally coming from...
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    Multi-stage map with changing goal systems

    Ya, hence why I've backed off of the tug-of-war style and I'm looking to do it as just a straightforward attack-defend style. I'd just like to see the first stage be CP, then Blue "acquires the payload" and rolls it in for the last two stages.
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    Multi-stage map with changing goal systems

    I posted this question back in February and the general consensus was that my idea was only prevented by the inability to change the HUD mid-level. To recap, I'd like to create a map where the game type changes (for example from CP to payload) from one stage to another. However, I noticed...
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    Multi-stage map with changing goal systems

    I suppose the map idea could also be done with Stage 3 just being plain CP style (with 2 CPs on stage 1 and 3 CPs on stages 2 and 3, to fit in the 8 CP limit). The theme was to set the 3rd stage in an ACTUAL mine, however, hence why I thought the Payload inclusion would fit best. I wonder...
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    Multi-stage map with changing goal systems

    Uh oh, it looks like based on this thread that it would be impossible for the game to change HUDs mid-map. Does that mean just the overall style of the HUD (since all three stages I'm considering are "CP" in one form or another), or would the change from attack/defend CP to tug-of-war CP to...
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    Multi-stage map with changing goal systems

    What about it won't work? Having it switch to either stage 1 or stage 3? Couldn't the logic determine that based on who wins?
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    Multi-stage map with changing goal systems

    I've been contemplating a new map idea, and I was wondering if anyone could tell me before I started in whether it was even possible. Can you make a map with multiple stages (e.g. dustbowl, hydro) where the goal system used in each stage is different? The basic idea I'm thinking of works...
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    New Submission: arena_dust

    Well, it's an arena map, so there's only one cap point. Since Red already starts on one of them, I made the other one into the cap point.
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    New Submission: arena_dust

    Downloads: A new file has been added by endyss: arena_dust ARENA_DUST Created by: Endyss Contact info: endyss@gmail.com =============================================== Description: Some others may have tried porting the classic CS map de_dust by David Johnston, to TFC and others...
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    Healthkit and Ammopack Lighting

    Unless the leak doesn't show up in a pointfile and the healthkit's only thing affected by it, I doubt it's a leak. I've never noticed it before, but that might just be because I've never tried placing one in such darkness.
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    Healthkit and Ammopack Lighting

    Does anyone know why my healthkits and ammopacks are not following the lighting levels of the environment around them? Is it simply a visibility thing, that the game designers didn't ever want them hidden, or am I doing something wrong with my lighting? Here's an example of what I'm talking...
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    Arena Map Troubles

    Or you could decompile arena_lumberyard or arena_ravine and copy the tf_logic_arena entity from one to the other....... Just saying.... :rolleyes:
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    Creative Infusion: A Different Perspective On Decompiling

    Ya, I've kind of had to learn about things as I go along. I used blended textures for the skybox terrain, but I didn't realize it could break up the normal terrain as well. And I've started using lights, light_spots, and point_spots, but not env_glows yet. When I start making touchups...
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    Creative Infusion: A Different Perspective On Decompiling

    Wow! I'm humbled and surprised at the positive response! I've put it up to be hosted on a server group I'm part of (WDFNews.com), but I'm going to hold off posting it to map sites for a couple days to make sure I didn't miss any major bugs. Btw, I made some fairly major (in my book)...
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    Creative Infusion: A Different Perspective On Decompiling

    I hope this doesn't garner any ire from people like Snipergen (whose views I completely respect). For me, I am essentially a non-mapper, or was at least until a week ago. I have never made a map before. I have opened Hammer and been intimidated into a little corner, and the closest thing...
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    Healthkits

    Pardon the mapping newbie here... can you explain how to do those things? Actually, I'd like to make the healthkits and ammo respawn, but on the arena map I'm working on now, even item_ammopack_full entities respawn in less than 10 seconds. I'd just like to delay that if not turn them off...
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    Healthkits

    There has to be some way to alter the respawn time for healthkits and ammo... I'm working on a map now and they respawn FAR too quickly! Also, now on Arena maps, a mapper may want a healthkit to not respawn at all, so anyone have an idea how to do it?