My first map is almost done! But...

Discussion in 'Mapping Questions & Discussion' started by Ash, May 16, 2009.

  1. Ash

    Ash L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    My first map is almost done, but...

    So I just started "mapping" (if that's what you people call it :glare:) and managed to get one of my ideas finished rather quickly: cp_2fort. I've run into a few problems though, and was wondering if I could get help with the following:

    • Setup Gates*;
    • Respawn Room Relocation (CPs like Granary or Well)*;
    • How to make respawn locations look pretty**;
    • How to make final points/intel rooms look smexy**;
    • When and when not to use VPhysics collision for models and instead using clip (which I notice is done often for, what I think, is models that have a lot of polygons?)**
    *Need a full explanation :<
    **General tips would be coolbeans

    Also, I had a thought about an interesting thing that would work well with 2fort's play style, but I'm not at all sure if it's currently possible to do in TF2:

    If after a player captures the bridge (the middle point in cp_2fort which becomes available after setup), I proposed that maybe it would be possible to force the other team to defend for the rest of the round, and if they successfully defend, the opposing team loses--sort of like Gravel Pit, except variable to whomever captures the first available point. Because, ... honestly, 2fort is chaotic enough on CTF mode. The point on the bridge will just keep being captured over and over by the teams, I believe. This is something I wish to prevent, but I don't know how. Some helpful ideas would be awesome.

    THANKS GUISE <3<3<3~~~ lolheart
     
    Last edited: May 16, 2009
  2. Engineer

    aa Engineer

    Messages:
    1,166
    Positive Ratings:
    372
    I can't help you right now, someone else will do it, but don't you think that 2fort is a bit small for CP gamemode?
     
  3. luxatile

    aa luxatile deer

    Messages:
    2,289
    Positive Ratings:
    1,348
    These are lots of questions. It would take some time to explain most of this. Have you checked the VDC yet?

    http://developer.valvesoftware.com/wiki/Main_Page

    Well, I can answer your last question now, though; I believe you're always supposed to use VPhysics. There should be no need to clip any props.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,568
    Faster compile times? So that players don't catch edges ingame? Valve's clipped 90% of their models. But most of them do still have physics enabled.
     
  5. luxatile

    aa luxatile deer

    Messages:
    2,289
    Positive Ratings:
    1,348
    Wow... really? The reason I wouldn't disable collisions is that, as far as I know, you'd fall through the props when you die, which would look weird. I can see why you'd do it for smaller props, though.
     
  6. Kronixx

    Kronixx L5: Dapper Member

    Messages:
    205
    Positive Ratings:
    38
    3 of your questions can be answered with tutorials found either here on this site, or on the wiki for the spawn doors, progressive spawns, and the vphysics thing.

    Unfortunately for your spawn detailing questions, unfortunately that boils down to sitting down for a few hours, scouring the list of available models and texture libraries and picking what you want. We can't really TELL you what to detail a room like because we don't know what your imagining. Only you can see how a room is SUPPOSED to look in your mind. So really we can't help you with that other than the do's and don't's of detailing, like don't use any texture starting with "model" like i did. Learn proper and realistic lighting (unless ridiculous lighting is what your looking for", make the area look like it's been occupied BEFORE the game takes place, like the map has been there for a while being lived in by people and then suddenly abandoned (think of Chernoble). other than that really, in my opinion we can really only help in those cases with screenshots and making suggestions. The rest is unfortunately up to you on detailing work.
     
  7. Ash

    Ash L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    Still waiting for assistance. :<

    (yes, I use the VDC and it doesn't help me with much of what I asked, btw; will look at tutorials later thxguise)
     
  8. wiseguy149

    wiseguy149 Emperor of Entities and Amateur of Aesthetics

    Messages:
    103
    Positive Ratings:
    160
    I believe that cp_2fort has already been done. Look on fpsbanana.

    Still, if you want to pull it off well, make it bigger. Enlarge the outside area, and make back points deeper into the bases.
     
  9. Ash

    Ash L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    *cough*

    I still need help with that Gravel Pit idea, guys...
     
  10. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
    395
    Positive Ratings:
    81
    Locking teams into offensive and defensive positions as soon as somebody captures the CP on the bridge would be a bit chaotic. What you could do instead of imposing winning or losing on teams is lock the bridge CP once it's captured, and then start a timer to give the capturing team a while to attack. If they fail, the bridge CP is unlocked and the gameplay flow returns to the way it was when the map first started.

    If they succeed in capturing the first team-owned point, continue to progress just like an ordinary CP map?
     
  11. Ash

    Ash L1: Registered

    Messages:
    10
    Positive Ratings:
    0
    It sounds interesting, but:

    How long should the timer be?
    SHOULD it return to regular CP?*

    Rather than having a timer for the middle CP, how about having a timer for attack/defense? If the defending team successfully defends after the time runs out, all points are reset. Although I'm not sure how well that would work because there could be players respawning at that moment, in which the attacking team will gain an advantage and continue on the same path as before, which then leads to my original idea of locking the middle point and forcing attack/defend on the teams based on who has captured it, and have the defending team just win when time runs out instead of reverting points.

    It's simply "brilliant" (massive sarcasm quotes), except I wouldn't know how to make it so that the teams become Gravel Pit styled after a point is captured. Having it lock when it's captured is a no-brainer, but then the game would have to recognize that the mission objective has been changed, and that instead of both teams having to capture eachother's points, one team must defend and one team must attack.



    wiseguy149:

    I dunno. I'm still thinking of ways I could enlarge 2fort without breaking it too much. I don't want to remove things for the sake of enlargement (such as hallways, stairs, rooms, etc.; there isn't enough workable room as it is), but at the same time I don't want to create too many pathways, because it will be more chaotic than it was originally. It isn't easy.

    The final points for both teams were placed in their respective intel rooms, behind the glass (which is now opened so that there may be passage to the point).



    Edit:

    LOL I'M STUPID [​IMG]

    I'll just make the map Assault CP with a neutral point. The time limit for the entire map will be the time limit either team will have to attack/defend. IT'S SO SIMPLE AND YET SO SIMPLE AT THE SAME TIME

    Still, I have to add more detail and stuff, but that's a given. I can't seem to find any tutorials on "Progressive spawning", if anyone wants to give me a hand with that. (Although this might not be necessary for the Assault CP idea; opinions wanted)
     
    Last edited: May 16, 2009