Questions from a Gentle Manne.

Discussion in 'Mapping Questions & Discussion' started by Jakkarra, Aug 27, 2009.

  1. Jakkarra

    Jakkarra L4: Comfortable Member

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    Gentlemen.


    My current MAPPING PROJECT (PL_Forestry_Commission) is also my first, and i would like to ask if the Credits to team from this forum would be able to suggest any tutorials to assist me with my venture.

    Currently my plans are to have:


    Dynamic payload track usage;

    Basically having Either a player controlled switch controlling the Payload's progress.


    Four separate Areas:

    One; Heavily forested-type area, brilliant for Pyros, Demos, Spies, Engineers.

    Two; Sawmill, Large, LARGE mill, heavily fortified with deathtraps, corridors, Multiple floors and the like. Pretty good for snipers, Brilliant for, Pyros, Heavies/Medics, Spies, Soldiers and demos (lotsa places to jump to) and to an extent, scouts.

    Three; Town, a medium sized town with many buildings, alleys, streets and such. Brilliant for Snipers, Scouts, Spies and Engineers, Pretty good for Heavies/medics, soldiers and Demos too.

    Four; Secret Underground Base, Full of Rooms, Corridors, Large, open-plan Courtyards, Multiple floors and stuff. Brilliant for, Pyros, Scouts, Heavies/medics, Spies, Engineers, Demos, and soldiers, Several Sniper nests also.


    Two Bombs;
    they just follow each other, but one is used to break into the Secret base-thing.


    Its a fairly large undertaking, and i'm expecting to release each Map seperately, untill they are all done, at which point ill release them all as a pack, so they follow on properly.


    P.S: I've commissioned several models to be made by a friend, most notably the Bomb.

    thank you.
     
  2. Jakkarra

    Jakkarra L4: Comfortable Member

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    help, please?
     
  3. Smetzle

    Smetzle L3: Member

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    What worries me a bit is that you said that three out of the four areas you are planning to make are brilliant for Pyros :p Four stages seems a bit much though, I don't think that many people would play them from start to finish unless each stage is fairly short (or the map is a lot of fun). As for tutorials, the VALVe Developer Community is an excellent resource for pretty much everything to do with mapping, and 3kliksphilip's tutorials are very good as well, although they are for CS:S not TF2.
     
    Last edited: Aug 28, 2009
  4. Jakkarra

    Jakkarra L4: Comfortable Member

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    unfortunately, many maps are awesome for pyros.

    its a fact of life :p

    oh, and the map is specifically for two servers. the [DFC] (Bay12 server) and the Icecave. they are the patient sorts.

    thanks anyway.
     
  5. Owlruler

    Owlruler L12: Fabulous Member

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    well there's this tutorial for your first idea.
     
  6. Vander

    Vander L8: Fancy Shmancy Member

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    I'm confused about your "dynamic payload track usage".

    Players have to toggle a switch in order to have the bomb move forward?
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Payload can take route A or route B depending on what the players do.
     
    • Thanks Thanks x 1
  8. Jakkarra

    Jakkarra L4: Comfortable Member

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    Verily.

    i've still no idea how it's going to be triggered though.

    meh, map's working along nicely. how do i test the map? Preferably in hammer.