Oh god, Oh god, what have you done?!?!?

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
http://www.teamfortress.com/post.php?id=2578

Today we're releasing an update to the Source SDK that includes the .vmf source files for many of the official TF2 maps. This is something we've wanted to do for a while, especially as we've been growing the range of game modes in TF. Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.

For the beginner map makers out there, we hope this gives you an easier entry point by allowing you to alter or edit an existing map, as opposed to being forced to start from scratch. For example, you could start by fine-tuning cover in Goldrush, alter the layout of Granary, or tweak the amount of health and ammo in Gravelpit. Or maybe you just have a ton of ideas on how you think you could improve Hydro or 2Fort. We'd love to see what you come up with.

For the experienced map makers, we hope this gives you a variety of examples of how we design and construct levels, the tools we use to finish the aesthetic/thematic elements, and some specific implementation solutions to performance and networking problems. We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes.

Our plan is to get more of our TF content source out in the SDK, so look for more maps & model sources in the future.

Nice move valve.... not.

Regardless I think our position on recompiled valve (or anyone else's) maps will be a no go, so until further notice don't even think of posting any :p

Snark edit cause everyone is always asking: they are in sourcesdk_content/tf/mapsrc, if they aren't there you need to do "Refresh SDK Content" on the SDK Launcher.
 
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drp

aa
Oct 25, 2007
2,273
2,628
cp_goldrush would sure be interesting.
 

drp

aa
Oct 25, 2007
2,273
2,628
beat you too it. im compiling that now.
 

drp

aa
Oct 25, 2007
2,273
2,628
its a combination of all game modes.
 

eXeC

L1: Registered
Sep 30, 2008
37
1
It's good for learning but maybe valve shouldn't have encouraged recompiling with slight modifications as that does not really teach people how to create their own maps but just to tweak other people's hard and well refined maps.

*Waits for recompile spam @ fpsbanana*
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Well that removes any errors the decomplier had for those files...
 

ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
arena_goldrush
pl_badwater_basin_downhill
tc_allvalvemaps_night
plr_allvalvemaps_storm
plr_2fort
cp_(valve map here)_upsidedown
ctf_2fort_invisible
ctf_2fort_orange
ctf_2fort_water
ctf_2fort_with_more_cow - its 2fort, but made ENTIRELY OUT OF COWS!

This could get interesting
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
The only plus side is 99% of these people who open it up to edit it.. on first compile will wonder "WTF!!! HOW COME ITS TAKING SO LONG!!!11"


incoming new spread of posts "compiler freezes"

/facepalm
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Meh. I think their head is in the right place. And any respectable site (namely ours) will not allow such travesties to be submitted to our archives. If you want to learn, that's fine. But trying to pass off a few changes to Goldrush as a brand-new map? Not so much.
 

drp

aa
Oct 25, 2007
2,273
2,628
also, look at the title of the post. 'boyos' is a demoman term. next update = demoman?