The archive contains a Valve Door with custom textures for each team. It includes three pre-made variations: closed, slightly open, and fully open. Additionally, the archive provides a complete set of individual door components, allowing for full customization to suit your needs.
A pair of doors (4 models total, no alt skins) I made for PJX. They are purpose made for their map so they only come in the texture variations shown (green spawn door, exit only one way smaller door). Both vaguely based on hl1/tfc textures.
Hello all!
I am currently working on my first Hammer++ Map to have proper doors in it, I have them set up with triggers and what is supposed to be team specifics.
the door opens and closes for the correct team, but for some reason the opposite team can run up and bump into the door, causing it...
On my map, a door on either side is meant to start the round open and then close once the middle point is capped in 5CP. So if Red caps the middle, Blue's door would close while Red's stays open, and if Blue recaps the middle, their door opens again and Red's now closes. How would I do something...
This pack contains office stuff for TF2 including models and textures.
Includes 33 models and 27 materials.
Licensed under Creative Commons Attribution-NonCommercial 4.0 International License.. If you wish to submit this content in a workshop map with the intent of being accepted into TF2...
View: https://www.youtube.com/watch?v=iU68KM6CfLQ
i watched the entire series up to this video
for some reason , when i go as the opposing team at the door , it opens , but doesnt close , but if i go as the team its designed for , it works just fine . help?
A set of doors and doorframes fit for the asteroid/space theme. There are 4 sizes of doors to pick from: 96, 128, 196 and 340hu wide. Each size has 2 variants that either open horizontally or vertically.
Each door has 3 skins - red, blue and yellow (setup).
The pack also contains prefabs...
This is a set of textures for the timer door used in one of my maps - cp_edge. In this map, the timer doors are unlocked when there is less than 1 minute left on the timer. After being unlocked, they provide advantage to the attacking team, breaking stalemates.
The texture was made using TF2's...
in any other (official) map doors are usually opened during warmup/waiting for players. my map does not have this, forcing blu players to wait until both the warmup and setup time have finished. now, i use triggers instead of doors, but it should function about the same.
edit: i tried changing...
Im trying to make some spawn rooms and im finding that whenever i try to make a team exclusive door it wont open (as intended) for the enemy team unless they touch the door itself, at which point it goes up and gets stuck, anybody know how to fix?
Modified versions of valve's props_spytech/doorframe005, designed to be easy to place, with more standard unit sizes snapping to the 32x grid.
There are currently six new doorframe sizes:
-128x128 HU
-128x160 HU
-192x128 HU
-192x160 HU
-256x128 HU
-256x160 HU
please feel free to leave suggestions for more icons/symbols, useful and not useful, in the comments and i will probably add them.
credit required on finished maps, thanks.
I'm currently designing a map that utilizes cp_well's big doors and am running into an issue. So far it opens, but the door itself doesn't go into the frame like it's supposed to. Pictures provided. I thought it might be an issue with the func_door's origin, but modifying that doesn't seem to...
Adds Two new sizes of the blast door prop from Mannhattan.
Comes with skins that work with the snowycoast door textures if you have them installed, if not they will be untextured.
Snowycoast asset pack: https://tf2maps.net/downloads/snowycoast-model-texture-assets.717/
Hello,
I made a CTF map that includes a one way door, but the bots seem to get stuck on the wrong side of the one way door when picking its path.
I could not find a thread on valve dev community about this.
information:
i have not created a navigation mesh myself, i used nav_generate in...
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