First ever map attempt, trouble with spawning. . .

anothermike

L1: Registered
Apr 18, 2008
10
0
Howdy folks, and firstly - thanks for the great resource!

I've been itching to try mapping in TF2, but I've always been afraid of the hammer editor. Thanks to the many tutorials I've found, I decided to push ahead and give a go at it.

So I've been making my first test map, really simple box (with skybox cieling) with two CPs and two team spawn entities (1 each set for red/blue teams and tied to the CPS which default to red and blue respectively). Also a crate, for good measure.

Excitedly, I compiled it and jumped into TF server side to check it out.

Problem is, when I spawn in I just get a black screen (with the waiting for other players timer ticking down). I threw in some lighting objects, but I don't think that's what I'm missing.

As all the SDK tutorials I found were for other games, anyone have any idea what piece I'm missing?

quick pic of the map:

 
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drp

aa
Oct 25, 2007
2,273
2,628
try removing all of the lights in your map. that will give you full bright.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
Make sure your spawn points are floating above the floor 16 or 32 units. If the spawns are "on" the floor, you will actually fall through the level.
 

anothermike

L1: Registered
Apr 18, 2008
10
0
Thanks for the super-fast reply.

Done and done, but still no luck.

I still see this when starting TF2:

 

drp

aa
Oct 25, 2007
2,273
2,628
Thanks for the super-fast reply.

Done and done, but still no luck.

I still see this when starting TF2:

IIRC, try adding a env_light to your map.
are you sure you dont have any leaks?

post the vmf?
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
are you using info_playerstart
or imfo_playerteamrespawn?
 

anothermike

L1: Registered
Apr 18, 2008
10
0
wow, you all are awesome. I'll try all this and get back to you ASAP.

Seriously though. Awesome community. Man did I stumble into the right place.
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31

anothermike

L1: Registered
Apr 18, 2008
10
0
@ poopster: info_player_teamspawn

@ trainrider: looks like a leak according to the website, but I've no idea where . . . it's just a box. . . still, I'll look closer

@Pseudo: First time ever mapping, is the developers console just pressing ~ in game?
 

anothermike

L1: Registered
Apr 18, 2008
10
0
Wow. Learning so much so fast. Thanks for all the replies and patience.

I've fixed the skybox now, I think, but I'm still showing the same issues. Possibly due to the leak?

I've got the walls all touching other walls, I can't seem to find any leaks. New version of the vmf here: http://download.yousendit.com/C6E533C977591080

and here's what I see in hammer:


[EDIT: For better hammer picture]
 
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trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31

Paria

L5: Dapper Member
Dec 12, 2007
202
31
if you had a leak then in game it would be fullbright anyway since only the bsp section would have worked, the problem actually looks like the positions of player spawns - raise them off the ground, 16/32 units whatever just make sure they arent touching the floor.

And before you pick up any bad habits - see the red lines i've attached to your pic in the x/y view - the brushes only need to touch in the corner to stop leaks - there are a multitude of alternates but its good to get into the habit of not having overlapping brushes.
 

anothermike

L1: Registered
Apr 18, 2008
10
0
I had, I thought they were far enough up . . . The big blue boxes there are the CPs, the smaller purple boxes next to them (see the bottom right window) are the spawns. Is that still not high enough?