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Is this spawn good for attackers? Is there any spawncamping potential? Is it confusing? FYI, the map is flat because it is supposed to be on the rooftops
I made this blue spawn for a payload map during the Summer 2020 72hr Jam. It simply didn't get any further in developement. Feel free to make a real map with it, but of course credit me as much as is reasonable. If you end up scrapping the whole thing for a better spawn, then there is obviously...
My question is, can someone help me with how to solve it, there are 2 spawn places for both teams, but I want to use one of the spawns only when they are in the trigger and the players die there, and I also know that trigger_player_respawn_override and info_player_teamspawn are needed .
If...
Ok so I've built some spawn doors, and I've specifically created the logic so that the doors are disabled at the start of the setup-time, and then re-enabled at the end of the setup-time. Mind you, the doors (and by doors, I mean their triggers) I'm talking about are enabled by default, and are...
Hello, I'm new to mapping nut have wanted to map and program for a long time. I have been watching UEAKcrash's tutorials about mapping but he didn't talk about one certain thing that I need, one sided windows.
I want to be able for one team to look out of their spawn and see the outside, but...
Spawn Rooms? Who needs those?
These prefabs easily allows you implement a multitude of unique ways to directly spawn into you map.
What's inside?
Five direct spawning prefabs
Readme entities giving an explanation on each of the presets
Handy user visgroups for easy manipulation
How does...
hey look its another generic cp map! only this time its very fast paced!
the second spawn mechanic is to give you a second chance if you manage to lose the middle point.
keeping the enemy at bay is the biggest thing you need to worry about.
UEAKCrash disapproves!
(oh yeah its my first map...
so I was working on a map a while ago but when I started to work on it again my spawn doors started acting wierdly. it works fine with players from the right team. but as soon as a player from the other team goes near the doors they open and just stay open. the never come down. pls help
Edit: I...
Hello, I'm trying to create a jump map, and I'm creating the initial logic of the map. I have 24 spawn points currently set to any team and have done the following, from one of my previous threads a long time ago:
I've switched the teams around so it forces you to go on blue, but it's fairly...
Im a beginner trying to create maps and while trying to create a spawnroom i encountered a problem. I made a resupply locker, made the entity, associated it with a func_regenerate and compiled the map. The thing being that although it looks fine in hammer (its supposed to be aginst a wall), in...
I didn't know where to place this so I am playing it safe and having it in the TF2 Talk.
So i had an idea for a payload spawn and first area that has the blue spawn be in a big ring that connects to itself and in the middle is where the payload cart starts and the payload will have to go under...
the thing is that the robots spawn on the area which they fall down when they leave their spawnroom and they just appear there. dunno exactly what causes the problem. i redone the func_respawnroom and stuff like the spawnpoints but still. the other 2 spawns work fine but that specific one...
Originally intended to be a part of something bigger, however, my plans have changed. But I don't want to see that spawn house go to waste because I've been working on it for a while, and so I decided to upload it here for everyone to use.
includes all logic and triggers for a functional spawn...
hey so i am having a problem with my pl map i am making. the thing is i have set up everything like logic relay , spawn points and the logic is correctly connected with the team_control_point (outputs) so if the blue cap for examble and i have on trigger , blue_spawn_1 , disable and blue_spawn_2...
I am building a frontline payload map, and the cart track curves in a tight L shape around the first red spawn. Now to insert a much needed flank route I could just jiggle the spawn around. But I was thinking, Sense I am already exploding half the spawn with the tank cart, why not delete all the...
this has been a fatal issue for me before. every single spawn simply won't work except one. height off the ground is not a factor. these are the properties on of them:
team: any
start disabled: no
associated control point: [blank]
spawn mode: normal
red/blue spawn for round: [blank]
i need a fix bad
Class-specific spawnpoints
Original fgd Author: A Boojum Snark
Screenshot:
Installation:
1. Put tf-abs.fgd in "Team Fortress 2/bin"
2. Open Hammer , Tools -> Options
3.Choose tf.fgd from the list and click [Remove]
4. Click [Add] and choose tf-abs.fgd
5. Click [OK]
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