Check out MVM Encounter here:
https://tf2maps.net/downloads/encounter.13236/
Have you ever wanted to make a map that takes place in a Gray Mann base? No? Oh well, here's all of the signs I made for MVM's first reverse exclusive map, MVM Encounter.
This pack contains:
.BSP Logo (2 colours)
x5...
A control point elevator that moves upward, matching the progress of the capture at all times.
The entity trigger_timer_door is not used as it does not allow variable cap rates, does not account for capture blocking, and greatly increases capture decay rate.
Instead, this prefab manually sets...
A cleaned up and ready-to-copy cart elevator as seen on plr_hightower. Also includes a mid-track elevator.
Notes:
The prefab is set up to allow a team_train_watcher to handle rollfoward and rollback zones using only flags, so no manual outputs are needed. As a result, there are two...
plr_shaft is a unique payload race map. Instead of a normal track, the teams have to push a large drill down a vertical shafte to the bottom.
There is a large amount of verticality in this map with two main levels. The upper area, and the lower underground space. You can easily traverse these...
RED and BLU team fight over a very powerful, very fast, and very valuable alien space ship during the STARWARS™ Clone Wars™ era. An introduction video covers the role of RED and BLU in more detail.
Fight over the control room as RED or BLU team to defend or capture the Jerinktopian...
Hello, all.
I'm very new to Hammer and mapping in general (and I know that trying to run before I can crawl is not the best idea) but I'm trying to do some testing on an idea that I had- a Control Point that raises while you cap it and drops back to a base position when you don't. (Once it...
A payload map with 4 control points.
When blue team captures control point A, the cart is lowered into a cave with an elevator.
Blue spawn:
Control point A:
Path from blue spawn into the cave:
The cave between A and B:
Control point B:
Path to control point C:
Control...
Just an elevator... Nothing more nothing less.
One prefab for blue and one for red.
You can operate the elevator by the console:
(Red button is the emergency stop)
or the panels by the doors.
View from the front towards the console:
The file contains an example map, prefabs for red and blue base.
The prefabs for the red and blue base do not include lighting.
All screenshots are taken from the example map:
Okay, so, I realize it sounds like a joke, but I'm trying to make a multiplayer friendly elevator. I have how it works 100% in my head, but I have NO idea how to transfer that to hammer. Here's my process:
Because actual vertical moving platforms in Source are............... Problematic, for...
Originally used in cp_blizzard, uploaded with permission of collab partner. Free to use, for free, without permission. If you wish to credit anyone, credit @PyroDevil and @KubeKing. This prefab expands upon an A/D capture point setup originally found in the Ultimate Mapping Resource Pack.
This...
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