Also keep in mind that if you want to have windows in rooms or areas that look outside, you don't need to make an whole box around the map with the skybox texture. When you cut the window in the wall, all you need is a brush on the outside of the window touching the outside of the wall to seal...
I also might have gone into a different direction as well now that I think about it. ThirdEye might be mostly talking about where to post certain maps. The 2 in the pics can be posted here under "Normal Threads": https://tf2maps.net/forums/map-factory.44/
There are other maps there as well...
From they way they look it seems those would be fine for play testing on the IMP (Impromptu Map Playtests) server. They seem to have a game objective in mind which qualifies.
Before I forget, it won't matter what stage of development you map is in or what flaws it may have. Just make sure to...
This might be the section you are looking for:
https://tf2maps.net/forums/non-standard-maps.83/
Also be aware there are some people around who seem to think their toxic behavior is acceptable and have it in their minds that they speak for the community here when in reality, they do not!
The...
Is there going to be anymore updates to TF2 besides just adding in medals? It's going on the middle of July and the first drop we get is still a 2018 Winter case. I sent in a message on the official TF2 website about it a week ago and got no response.
Has anyone else heard anything?
You really might not want to do that. Sure set it aside for now if you are wanting to start another but, there is something there if you can get something out of a compile. It's just going to be a matter of figuring out how to get it all back.
From your screenshot of Hammer where it says "VisGroups:", click on the "Auto" tab. Is there anything unchecked in there? If so, check off all empty boxes and see if anything comes back.
Thank you!
Sorry it took me a bit to get back to this thread. Work nailed us with some overtime and I got the chance to get back to mapping today.
From what I remember it's the thickness of an areaportal that ties them together and started to wonder if some sets should be separated from...
It's been a while since I have used areaportals but I do remember how they work and how to make them. What I don't remember is that do I make the thickness different for buildings that are not connected to each other?
Example: I have 3 buildings in my map. Do I make the areaportal thickness...
I have a map that is a non standard map with CTF as the game mode. It's an over powered map made for an over powered server so in the latest update for it I thought adding an upgrade station would compliment things nicely.
I added one for both teams and both seems to work great for both teams...
I ended up replacing it with an older tree that is solid. I kinda had the same idea with player clip with bb2 but the branches would have been almost impossible (it's one of the animated trees). Thank you for replying. I would have came back sooner but work is nailing us with a lot of overtime.
The tree I need to be solid is island_trees002_large.
Is there a VPhysics version of this? The way it fits within a playable area of my map looks way to nice to get rid of it.
Detailed info on what is:
https://developer.valvesoftware.com/wiki/BSPSource
Where to get BSPSource:
https://github.com/ata4/bspsrc/releases/tag/v1.3.24
And instructions:
https://tf2maps.net/threads/tutorial-decompiling-maps-with-bspsource.22131/
It's on a platform carried by the helicopter with short walls and a roof around it so players won't fall off on turns or get stuck or wont get the whole thing stuck.
Try setting Change Velocity to Instantaneously and set Change Angles to Near path_tracks.
This is what I had to do to make helicopters carry players around on platforms.
Just making sure you are using the correct version of Hammer, not all people do.
It looks like what happened is some things got broken in the decompile of the map including some textures. What that means is the textures are in the cs:go file directories but with the map being slightly broken...
You said that you wanted to make this an Arena map. Does that mean you using the TF2 version of Hammer to edit it? If so then that is why textures are missing, TF2 textures were not used in that map.
From that last pic it looks like the bottom of that area portal is still not covered with a world brush. All 4 sides of an area portal must touch a world brush on each side and must be covered by the brushes on all 4 sides or it will cause a leak. The front and back of an area portal are the...
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