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ctf_pool_v2

Discussion in 'Maps' started by Jazz, Mar 28, 2008.

  1. Jazz

    Jazz L5: Dapper Member

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    ctf_pool_v2

    *NOTE*

    MUCH HIGHER quality screenshots are contained within the zip folder of this map


    ***Changes in V2***

    -Added a skybox that looks AWESOME!
    -Widened the pool area and improved the "lilipads"
    -Smoothed the spawn room roofs and changed the building roofs
    -Faster opening doors
    -Lights in the underwater tunnels, for looks ;]
    -Added bushes around most of the grass, also for looks :D


    ***CTF_POOL FEATURES***

    -Drainable Pool, (hit the drains in the pool)
    -Breakable walls
    -Sniper / Lifeguard towers


    ***About ctf_pool***

    This is just a small and fun map with a really awesome pool. There really is no need for more of a description, when you can just look at the screenshots.

    ***DEMO VIDEO***

    [ame="http://www.youtube.com/watch?v=jYDUQYbT0M8"]YouTube - ctf_pool_v2 Demo[/ame]
     
  2. DJive

    aa DJive Cake or Death?

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  3. Jazz

    Jazz L5: Dapper Member

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    1. First of all, I added a skybox and gave it trees and buildings and hills.

    2. I increased the door speed by about 200.

    3. I added icons by the new drains to signify that the water can be lowered.

    4. I increased the size of the pool to persuade players into using the lilipads.
     
  4. R3dRuM

    R3dRuM L6: Sharp Member

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    skybox looks, like, uhm, empty and boring
     
  5. DJive

    aa DJive Cake or Death?

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    no need for a"first of all" we're here to help =)

    1. May want to add some roads and stuff "heading" to the pool house. Maybe a neighborhood to fit your theme. Make the players feel they are in a public pool area

    2. Your demo was hitting the door still. the speed is great where it is, perhaps increase the brush size a little.

    3. I didnt see that, my bad. video is down now =(

    4. Problem isnt the size, its that the "lillys" are not providing any advantage, cover or benefit for players when they hop on them. It would almost be a bad move to expose yourself by hopping on them.
     
  6. Jazz

    Jazz L5: Dapper Member

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    How do I increase the "trigger" area of the door? I never could figure it out =\
     
  7. DJive

    aa DJive Cake or Death?

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    Are you using a trigger area to open the door? or are you just using a door brush with "OnTouch" turned on?
     
  8. Jazz

    Jazz L5: Dapper Member

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    Door brush with OnTouch
     
  9. DJive

    aa DJive Cake or Death?

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    ah, check out this tutorial

    http://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors

    that will give you the basic idea for how to just create a plan door.

    Its basically... *tries his best*

    Create a trigger textured brush in the area covering both sides the doors, this will be your "trigger areas".

    select your trigger brush "CTRL+T" and scroll down to "trigger_multiple"

    go to your door UNCHECK "OnTouch" and name the door say, "pool_blue_left_door"

    Now go to your Trigger brush and go to the OUTPUT tab.

    Set it up like you see here.
    [​IMG]

    What this means.

    OnStartTouchAll - means when i player enters that area, open that door
    OnEndTouchAll - when i player leaves that area, close the door.

    Select ADD

    Now go to "OnStartTouchAll"
     
    • Thanks Thanks x 1
  10. kimangroo

    kimangroo L3: Member

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    You need to make a brush with the trigger texture, ctrl+t and set its class to trigger_something or other (sorry I don't have hammer open and cant remember right now!). Then in the outputs section, you add a new output, of onstarttouchall aimed at your door, set to open... I think that should work.

    If you fiddle about with it you should be able to make it work well enough until someone who actually knows what they're talking about gets back to you!

    **********EDIT - ah well ignore the above, the cavalry's already arrived ^^************

    BTW I had been trying to get moving water working in my map with no success until I came across your's. I decompiled it and found out you were using func_water_analog and a moving water plane texture. So thanks for solving my problem! I was wondering though, how did you work out that this was what you needed to use, did you find a tutorial or article somewhere? If possible I'd like to change the way you don't really get any underwater effect other than the bubbles....
     
  11. Jazz

    Jazz L5: Dapper Member

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    [ame="http://www.youtube.com/watch?v=FRCIJFuMupY"]YouTube - [CIA] Hammer Editor - Water the works[/ame]

    This taught me how to make my water. :D
     
  12. 3_stooges_geo

    3_stooges_geo L1: Registered

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    i think this map would play better as a reverse ctf map,take intel from your base and cap it in enemy base while other team is trying to do the same.