Hunted.

voogru

L1: Registered
Feb 17, 2008
39
31
Cool :)

For the class restriction could you just omit the class image from the selection screen?


I'd love to do that, but that's on the client.

I could block the original class selection menu/team menus with my own menu, but it wont be pretty and it's quite a bit of work to do that.
 

Sacrifist

L3: Member
Nov 21, 2007
130
7
damn man where did u learn to do that!?!? U MUST TELL ME!!! :w00t:

voogru is a really good coder and knows his shit. He asked me to remake this map but I currently have alot of maps Im still trying to finish up. If anyone wants to work together on this, Ill help out in any way that I can.

For whoever posted that this become a goldrush type of map, they need to be shot lol.
 

Apex_

L3: Member
Jan 23, 2008
122
14
I've already got per-team class limitations via admin mod, but I really like the idea of adding new things that Valve saw fit to leave out. I'd love to see a filter_playerclass type entity.

Voogru, would you mind if I sent you a PM later? I'd like to do some coding of my own (I'm fairly well versed in C/C++ and high level scripts) but I'm not sure where to start.

Keep on chugging man! I always like seeing TF2's capabilities expanded upon.
 

trackhed

L3: Member
Jan 24, 2008
106
2
ok.. well i guess ill get started on the brushwork for a remake

you can get in contact with me more personally via PM or trackhed|at|tf2maps|dot|net
 

voogru

L1: Registered
Feb 17, 2008
39
31
ok.. well i guess ill get started on the brushwork for a remake

you can get in contact with me more personally via PM or trackhed|at|tf2maps|dot|net

Thanks for the interest, but it seems I have got a mapper working on it and I don't need multiple people to work on different maps, unless they want to :D

I've already got per-team class limitations via admin mod, but I really like the idea of adding new things that Valve saw fit to leave out. I'd love to see a filter_playerclass type entity.

Voogru, would you mind if I sent you a PM later? I'd like to do some coding of my own (I'm fairly well versed in C/C++ and high level scripts) but I'm not sure where to start.

Keep on chugging man! I always like seeing TF2's capabilities expanded upon.

I'm fine with PM'ing me. You can PM the details of that kind of entity and I'll do what I can to replicate it. But it should not be difficult at all.
 

voogru

L1: Registered
Feb 17, 2008
39
31
So this is something I've been wondering since I got into source mapping. It's possible to package sounds, materials, models, and other things into a map file. I know this is a long shot, but is it also possible to package custom code/entities, or is that impossible to divorce from a mod?

You can if you implement a plugin to extract a dll/so file from the map and load it with metamod, but it would be a lot of work.

And I mean, a lot of work.

My code for the entities is no easy feat.
 

Crimson

L3: Member
Nov 25, 2007
119
1
So this is something I've been wondering since I got into source mapping. It's possible to package sounds, materials, models, and other things into a map file. I know this is a long shot, but is it also possible to package custom code/entities, or is that impossible to divorce from a mod?

I pity the fool D:
 

Rehsa4

L1: Registered
Mar 7, 2008
35
3
Well, you said in this thread, that you already had someone working on it... but oh well...

Now my question is, how close to the original map are you wanting it to look like? Mines stripped down and a bit smaller than the original, but easy to expand and bring back the feel and size etc.

I can do either way, mine was gonna be smaller, but I can expand it. I'm still tweaking the main layout as it is, so changing things is easy and can easily be done, not a ton of detail yet, and i'm 20 hours into the layout and keeping out leaks and things, so adding all the details you want can be easy. I'm not a VERY experienced mapper, but little details and getting things to work however you want can be done, just takes time to make sure details as exactly how you want.

I cannot promise quality like with the maps Vile makes, then again he has much more experience than I, but i've been doing websites and detail work and things for a little over 10 years (i've actually known vile online for YEARS... he just doesn't quite remember me), making a map is easy, just takes time for all the little things. I drool when I see the maps Vile makes... the lighting just looks so good, I'm guessing he used env_lighting and light_spot plus the prop_statics all on top of each other to make those nice glowy lights.

But let me know...