- Jan 19, 2008
- 234
- 312
This video shows how you can make 5 control point (cp_granary/cp_well style) map using Valve's Hammer Editor. The settings I used for the points are pretty much the same ones Valve uses in their 5 control point maps with a few small alterations.
There's no sound in these videos as I did not have a descent mic when I made them. These clips are also more of a demonstration then an actual full blown tutorial.
The videos are encoded using Adobe's Flash codec, if you can watch videos on youtube, you should be able to view this tutorial. Due to the limitations of flash, I had to split the tutorial into three segments. Let me know what you think.
Update 2
In the first video, the settings for the "Cap Point Layout" in the "team_control_point_master" entity are incorrect. The correct way to setup the cap point layout can be found here on the VDC.
Update
Valve has since changed some of the capture point settings since I made the second video. The notable one is "Warn on capture", it is now "Warning Type".
So instead of:
Warn on capture > Yes
for the final capture points, it's now
Warning Type > Final Capture Point Warning
And for the regular capture points, instead of:
Warn on capture > No
it's now
Warning Type > Normal Announcements
Be sure to view the Readme.txt before trying to open the videos.
Part 1: Creating the room and adding the required entities
http://www.mediafire.com/?tmdzykiy2gh
Part 2: Makinging the 5 control points
http://www.mediafire.com/?m64uemmlvpd
Part 3: Setting up forward spawn points and adding direction signs
http://www.mediafire.com/?ch1lpbek5dp
Note:
The key requirements for multiple working control points are the "team_control_point_master" entity, the "team_control_point" entities, and the "trigger_capture_area" entities.
The "team_control_point" entity's index setting is also important. No two "team_control_point" entities should share the same index number. A final capture points' "team_control_point" entity should have an index number set higher or lower then all other points. (ie, if your points had index numbers "0, 1, 2, 3, 4", "0" and "4" would be the final control points.)
A copy of the finished map's vmf is below.
There's no sound in these videos as I did not have a descent mic when I made them. These clips are also more of a demonstration then an actual full blown tutorial.
The videos are encoded using Adobe's Flash codec, if you can watch videos on youtube, you should be able to view this tutorial. Due to the limitations of flash, I had to split the tutorial into three segments. Let me know what you think.
Update 2
In the first video, the settings for the "Cap Point Layout" in the "team_control_point_master" entity are incorrect. The correct way to setup the cap point layout can be found here on the VDC.
Update
Valve has since changed some of the capture point settings since I made the second video. The notable one is "Warn on capture", it is now "Warning Type".
So instead of:
Warn on capture > Yes
for the final capture points, it's now
Warning Type > Final Capture Point Warning
And for the regular capture points, instead of:
Warn on capture > No
it's now
Warning Type > Normal Announcements
Be sure to view the Readme.txt before trying to open the videos.
Part 1: Creating the room and adding the required entities
http://www.mediafire.com/?tmdzykiy2gh
Part 2: Makinging the 5 control points
http://www.mediafire.com/?m64uemmlvpd
Part 3: Setting up forward spawn points and adding direction signs
http://www.mediafire.com/?ch1lpbek5dp
Note:
The key requirements for multiple working control points are the "team_control_point_master" entity, the "team_control_point" entities, and the "trigger_capture_area" entities.
The "team_control_point" entity's index setting is also important. No two "team_control_point" entities should share the same index number. A final capture points' "team_control_point" entity should have an index number set higher or lower then all other points. (ie, if your points had index numbers "0, 1, 2, 3, 4", "0" and "4" would be the final control points.)
A copy of the finished map's vmf is below.
Last edited: