that i'm only good at games when i haven't been playing them but haven't forgotten how to play yet.
Account Details | |
---|---|
SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
The TF2 blog is the only reason that Gang Garrison 2 was ever popular for an extended period of time.
Is it is it 6v6 or an old format like 7v7 or 8v8
Considering they're allowing two demomen this is important for me to check
I run FontForge in a VM. It doesn't crash anywhere near as much.
Hammer is a lying slut, it says the times for respawn times and cap times are in seconds. They are in some stupid mythical valve time unit that is much longer than a second, I promise you.
Like, it's only wrong when random parameters of the entity aren't set to 1. And they're all set to 1, and so are gravelpit's. My B point is identical to GPit's B, my A is identical with a lower time, my C is identical with a higher time.
Thanks for your feedback.
#190
Okay, so I accidentally used a term which I was not aware at the moment carried another meaning. Are you going to deliberately misinterpret my post against what I obviously meant because of that?
These admins/mods have no idea how to run a public service. Even in THIS VERY THREAD they're making rudimentary mistakes about stupid shit as simple as dividing what is and isn't part of the service, what aspects of their life their moderation affects, and how to handle having made a god damn trivial mistake. This is kind of like a facade, if you know what I mean, except people are roleplaying things that they don't know enough about. I mean, that's just what it's like as an observer who doesn't really care about the specific drama.
Not calling out anyone in particular but this is the impression that I've gotten from lazily reading this thread since it started. Sorry if I missed anything or I seem to imply things that I don't mean.
#professional forum moderator since I was 12!!!!!
I don't know what's a good way to do this, so I'll just respond to the images I have stuff to say about by their title.
>Places to get fucked [1]
Originally I wrote a lot here but I don't really get how this is a thing. Every AD map puts offense on a height disadvantage initially out of spawn, and I think this one is over a large enough area that it doesn't matter.
>Places to get fucked part 2
I like to think of that door as the "I tried to go the fastest route possible to defend my point/flank the point at a dangerous time and got fucked because they were paying attention" place.
>Lol put a sentry here seriously
I put it next to the B door on purpose, so that pubs would have an obvious sentry place but ubers could just come in and hopefully shit on it. My only worry is if there's a pyro with the engineer airblasting the uber away.
>Roamer's wet dream
I didn't think about it like that before, I guess I'll block it off.
>Demospam
Well, I can make it a LITTLE harder. But I haven't really figured out how to deal with it yet.
>Demospam part deux
If being able to stick the corner of the door is still a problem, I'll just make it another level taller, I guess.
>Distances man
Thanks to Ice Crystal's picture, I realized it would probably be a bad scale for HL, so I went and made it more even :)
>MAKE THE HOLE SMALLER OR BIGGER
I DON'T REALLY GET IT BUT IT'S A MINOR DETAIL SO FINE
>No purpose as far as making the map seem real... and fucks blue
Never really realized it fucked blue, assumed people wouldn't want to rocketjump/stickyjump right out of the spawn doors. I'll remove it I guess. It's old function was blocking sightlines but I changed heights around a lot since then and it doesn't help anymore.
>DECREASE THETA WITH RESPECT TO HORIZONTAL
I DON'T REALLY GET IT BUT IT'S A MINOR DETAIL SO FINE
>This water is deep enough so that you can't crouch to go fully underwater. Pyros will be able to troll this by setting you on fire even though you are in water... no one wants this.
You actually can't crouch in water. That's why it does that stutter. It's a necessary part of gradual pools and there are parts where you can get fully submerged so I don't feel like changing it.
>I know it's default with the ABS pack but....
Gravelpit. Literally faster than gravelpit -- 20 seconds base vs 30, on point A. Especially that point. It's just the way it is, man. Acutally, C caps slower, since it's a bit less defensible.
Now then, are these better?
a5!
- Made A area 64 or 128 hammer units smaller
- Made C area 64 or 128 or 256 hammer units larger
- Displacemented the ground under C and added water
- Made the A/B connector higher and shorter
- Totally revamped the Blu Spawn / A connection area
- Added a ledge to A and a standing wall to B which might give better sentry spots
DL:
https://dl.dropboxusercontent.com/u/1811521/cp_limited_a5.bsp.bz2
Screenshots:
https://dl.dropboxusercontent.com/u/1811521/limited-a5-1.jpg
https://dl.dropboxusercontent.com/u/1811521/limited-a5-2.jpg
https://dl.dropboxusercontent.com/u/1811521/limited-a5-3.jpg
https://dl.dropboxusercontent.com/u/1811521/limited-a5-4.jpg
https://dl.dropboxusercontent.com/u/1811521/limited-a5-5.jpg
https://dl.dropboxusercontent.com/u/1811521/limited-a5-6.jpg
@14:
>Seems like the width between the door and edge is a bit wide and between the edge and building are a bit thin.
I don't understand what you're trying to say.
>Feels cramped and really complicated. When I first walked through starting from red spawn I had no idea what was going on.
I overhauled that area in the next version :)
>ledge seems awkwardly thin
Made it bigger!
>This area feels cramped and unnecessary. Maybe health/ammo and a bit of lighting to point it out might justify its existence. It might also feel less cramped if the floor gets lowered a tad when displacements are put in.
Good idea, I added a light and made it a displacement. I don't know about pickups, though. Maybe a pit of water for extinguishing flames. I think I'll do that.
>I like this. I wish the hallway to B wasn't so long, but this little junction is cool anyway.
I made it shorter, and higher! It comes out right on the ramp onto the point, now. I had to add a door, though, or the sightline would be too bad :(
>Clipped? Why?
OOPS.
>Entire blue spawn could be streamlined quite a bit, or maybe expanded.
I might be able to combine the A and B sides, but only if I know I'm not gonna use the C shortcut area again...
cage-where are the hud crosshairs? are they not in hudlayout.res?
I don't have any built into the hud right now, sorry, I just included the font :(
You'll have to roll your own code according to Fog's mini-guide:
http://teamfortress.tv/forum/thread/1261-fogs-custom-hud-crosshairs-version-2-0-released#post-1
I'm just bad at placing them for multiple aspect ratios so I didn't bother
It works for me, but here's some mirrors:
https://mega.co.nz/#!hN8yVT4L!CxjZREMG8SMAkAz3AXr1bWG3HFJRVEIiXLwFQWtkdhw
https://www.mediafire.com/?ewpoi1uha38qhlo
a6
https://dl.dropboxusercontent.com/u/1811521/warhud%20a6.7z
http://i.imgur.com/yV0rVJR.jpg
Changes:
- Updated for killstreaks
- Condensed the win panel a little
http://i.imgur.com/IDTu5eH.png
- Changed the font for health and ammo to Kreon
- Added options for the font/style of health and ammo (So you can set it back to Source Sans Pro if you'd like). I also brought back the "cross only" health.
- You can configure the HUD with 4Plug!
https://dl.dropboxusercontent.com/u/1811521/4plug%20warhud.png
- The HUD now contains four fonts: Acme, Kreon, Russo One, and Source Sans Pro. Still contains an old version of Fog's crosshair font, if you want to use it.
http://i.imgur.com/BwNsNxf.jpg
http://i.imgur.com/76W588n.jpg
http://i.imgur.com/f5Ia352.jpg
http://i.imgur.com/2ZAwVzX.jpg
http://i.imgur.com/EHP0JW2.jpg
- KotH timer is still broken, use cl_hud_minmode 1 to minimize how broken it is
a4
https://dl.dropboxusercontent.com/u/1811521/cp_limited_a4.bsp.bz2
http://i.imgur.com/H6i0VII.png
- Expanded B and A's whole areas by like probably 128 or 256 units. They're a lot more comfortable now.
- Added overlays under pickups. If you can't see them, it's probably because r_renderoverlayfragment is set to 0 by an aggressive FPS config.
- Changed some more pickups according to intuition.
- If I did anything else I forgot about it
- This is a whole update because moving 1/4th of the map can cause a lot of problems and I want to make sure that I fixed everything before I do any more work
EDIT: I just updated the download to pack a missing texture. Please re-download if you somehow got it already.
Well I don't know what you want specifically, but I can list some stuff that I would have really loved to know when I started. First things first, though, locate hammer in your TF2 directory: It should be in "common/Team Fortress 2/bin", as hammer.exe and hammer.bat. You'll probably want to run hammer.bat first.
1) TF2 maps are made up of two things, basically speaking: Brushes, which are pieces of geometry made specifically for the map; and entities, which are logical things built into the engine where it decides what they mean.
2) Brushes are *convex* pieces of geometry. This is part of how map compiling necessarily works. What this means is that there are no "insets" on a brush, and if there are, then it's not a valid brush.
3) Brushes aren't collections of vertices, they're collections of flat faces, and if any of those faces are made non-flat, then the brush will either totally break or it will look different after saving and reloading the map.
4) Anywhere on a map that can have entities needs to be totally surrounded by solid brushes. What actually this means is that you can't be able to draw lines from any entity on the map to the void outside of the map, ever -- that's called a "leak". This is a necessary part of how maps are compiled, again. Also, "solid" means that a brush doesn't have any transparent textures, and isn't a "displacement", and isn't part of a "brush entity". More on that in tutorials and stuff.
5) An extremely basic basic TF2 map looks something like this:
https://dl.dropboxusercontent.com/u/1811521/basic_tf2_map.vmf
http://i.imgur.com/vFJW8Pe.png
It's not something I would play on for very long, but it has everything that a map needs to compile and run correctly. I'll go through a list quickly.
- Entities are surrounded by solid brushes, with no "leaks" to the void
Skybox brushes, which the skybox is rendered behind ingame, "seal" the map as solid brushes.
- Map is lit -- has light sources
The light_environment entity on the ground is a special entity that almost every map in TF2 has. It defines the way which sunlight and sky light comes out of skyboxes onto the map.
- Has player spawns
Needless to say, the engine doesn't like it if you don't place spawn points.
I also included some brushes with the tool texture "player clip" on them. These are special brushes that things like projectiles and bullets can pass through, but not players. These are used all the time in TF2 to "clip" things. That is to say, make invisible walls. People put them on roofs where they don't want people jumping, and walls where people could get stuck on props or other details easily if they weren't there.
If you want to go somewhere from here, read some tutorials on tf2maps.net. They probably have the best tutorials for people looking to make TF2 maps specifically, though some of them haven't been updated in a while! Maybe that would be a good project for me...
manaThe useful thing about this is you won't have to do extraction yourself to get them, AND you can use GitHub's diff feature to see what has actually changed.
Yes yes thank you so much I needed this.