- May 14, 2009
- 248
- 17
My only concern for this "mod" would be foward spawns and just the size of the map.
- Do you have foward spawns?
Yes, as the major caps get triggered, the Blu spawn moves forward.
My only concern for this "mod" would be foward spawns and just the size of the map.
- Do you have foward spawns?
Do they get moved to the red spawns? Would it be possible that at some point there might be both red and blu players in the same spawn?![]()
also it sounds like you'd spawn in front of the cart which would be a bit weird.
We played this on 2f2f (32man, normal respawn) and we found it quite fun. However, the map was a roll up till the last point where BLU hit a brick wall and won in the last few seconds. The next round BLU was not so lucky, the 1st part was still a pain in the ass and way too hard. Doing something like this. should make it easier for BLU. Oh one last thing, the tunnel from the 1st part to 2nd is horrible and a spam fest. I would suggest moving the track like this.
Fake edit: You forgot to remove this func_respawnroomvisualizer
Forgot a bug from yesterday: https://dl.dropbox.com/u/1276735/Pictures/Maps/hl2 2010-06-14 20-51-13-74.jpg
Also RED can stay in their spawn and wait for BLU to cap the next point then spawn camp them. :S Some team filtered teleporters would fix this.
I *think* these are the entities you'd need. I've never made one but I guess it would be a case of having a brush assigned to Trigger_teleport which starts disabled and is activated when you want to teleport players, a Point_teleport to tell the engine where to teleport them to, and a Filter_activator_team to only teleport players of one team. I'm not sure if you'd need multiple Point_teleports and / or triggers for multiple players or not. Give it a test with bots and find out.Do you know any good tutorials on team-filtered teleporters?
You packed the .bak file. D:
You put the .bak file in your .zip not the .bsp file.