Story of my life, man.Map submitted. I hope this will be as much fun as i had creating it, i put way more time in than i thought when i started creating the map.
Submitted.....
func_rotating...
Displacements exist.You can use func_door_rotating, it's just as good, if not better.
If anybody is still missing an idea for an April fools map- make koth_harvest_rotating, where the entire map is parented to a func_door_rotating.
Even assuming no displacements (cp_junction_rotating?) I'm curious how a map with no world geometry would preformkoth_harvest_rotating, where the entire map is parented to a func_door_rotating.
Pretty sure if you use that as a prop_dynamic you can set the animation on most fans to spin. In fact, if that's moon_interior_fan01 then I've definately done that. Parenting to func_door_rotating would just spin the whole model.Also, that fan prop is pretty nifty. I use it in my map as well. If only tf2 had func_rotating...
I think ctf_turbine has no displacements, at least in the playable space were it matters.Even assuming no displacements (cp_junction_rotating?) I'm curious how a map with no world geometry would preform
EDIT:
More on topic (haha)
Pretty sure if you use that as a prop_dynamic you can set the animation on most fans to spin. In fact, if that's moon_interior_fan01 then I've definately done that. Parenting to func_door_rotating would just spin the whole model.
Pretty sure if you use that as a prop_dynamic you can set the animation on most fans to spin. In fact, if that's moon_interior_fan01 then I've definately done that. Parenting to func_door_rotating would just spin the whole model.
That is seriously awesome... so jealous! Love the do not open file.Map uploading to submission! I just can't wait to see what everyone else came up with!
Here's a little teaser for you all.
(note: that's actual in-game footage- I re-textured the billboard.)
Or since the displacements are relatively flat you could replace them with brushwork, it would look bad but it would work.For the determined, you could swap out the displacements with an array of triangular brushes.
Or convert them to a prop, but that not nearly as fun.