absurdistof
aa
- Aug 10, 2009
- 1,240
- 399
Guys, he's entitled to what he wants to do. It's fine if people don't want to do things the normal way. I know it's not normal, and you could say "don't fix it if it ain't broke," but that's no reason to stop someone taking a map in their own direction. I will say though that I don't think there is a better option here, just conflicting taste. I don't have a problem with it as long as it's fun, and as long as the map maker understands what he/she's doing.
------------------------------------------------------------------
Forever, I like that you want to change up the game, but I have two things to say about this. First, don't try to reinvent the wheel (you aren't in this instance), it's a common by-product of stepping out of what's normal, but it will slow you down significantly.
That stuff aside if you want to have a spawn room resupply players, it's not that hard. I'm sure you can manage the entity work but I think the difficult part will be indicating to players, and having them feel comfortable, with the fact that they are getting resupplied. You already mentioned that you wouldn't put the brush at the spawn door because it will break the map, but you do need to indicate precisely where the resupply area starts. For this I would suggest looking at the hazard tape textures (you can download them from the forums if they don't come stock in TF2, just search 'hazard'), and marking up not only the floor, but the walls as well with it, where the resupply trigger starts.
Basically, it's cool that you want to go out of the box but understand that in this example, you'll need to really indicate to the player what's happening, and that if you want to continue going off on your own tangent that it may require some skills that you'll need to hone first in order to get whatever you want to do right. That said, good luck with it
EDIT: Note that I was talking about butting a func_resupplylocker (or whatever it is) over a section of the spawn without a model. I wouldn't advise using another model because players already expect something unique from it (like a dispenser).
------------------------------------------------------------------
Forever, I like that you want to change up the game, but I have two things to say about this. First, don't try to reinvent the wheel (you aren't in this instance), it's a common by-product of stepping out of what's normal, but it will slow you down significantly.
That stuff aside if you want to have a spawn room resupply players, it's not that hard. I'm sure you can manage the entity work but I think the difficult part will be indicating to players, and having them feel comfortable, with the fact that they are getting resupplied. You already mentioned that you wouldn't put the brush at the spawn door because it will break the map, but you do need to indicate precisely where the resupply area starts. For this I would suggest looking at the hazard tape textures (you can download them from the forums if they don't come stock in TF2, just search 'hazard'), and marking up not only the floor, but the walls as well with it, where the resupply trigger starts.
Basically, it's cool that you want to go out of the box but understand that in this example, you'll need to really indicate to the player what's happening, and that if you want to continue going off on your own tangent that it may require some skills that you'll need to hone first in order to get whatever you want to do right. That said, good luck with it
EDIT: Note that I was talking about butting a func_resupplylocker (or whatever it is) over a section of the spawn without a model. I wouldn't advise using another model because players already expect something unique from it (like a dispenser).
Last edited: