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TF2 Maps

Discussion in 'Team Fortress 2' started by Killvion, Jan 3, 2012.

  1. Snelvuur

    Snelvuur King of Sand

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    I did post on the steam map thingy online about the exploit. But basicly you spawn in a train, just pop out the train, put a dispensor and place a exit on top of the train.. and presto..
     
  2. Darkness899

    Darkness899 Registered

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    There's a gap between the train and the ceiling of the room in front of the train that doesn't have any playerclip. Putting a clip there should do the trick. Also, what is the "steam map thingy online" you are talking about? Do you mean the workshop page of the map?

    Also about Discovery, does the cp unlock at round start? Because the logic is set up to unluck after 60 seconds, so that would be weird. I haven't really looked at it in detail, but the normal arena version doesn't unluck it right away, so that's maybe something to do with the vsh mod itself. Will look further into it.
     
  3. Nekronion

    Nekronion Registered

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    If I recall correctly the cap unlock did work correctly the first round, but then it was permanently open afterwards.
     
    #63 Nekronion, Jan 29, 2016
    Last edited: Jan 30, 2016
  4. Darkness899

    Darkness899 Registered

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    Oh ok, I didn't check that far :p However, it doesn't do that when I played the map in normal arena mode on my own. Maybe has to do with how the vsh mod handles func_doors(_rotating) (that's what the platform the cp is on is). That doesn't explain the cp being unlocked right away, because the arena entity has it unock after 60 seconds. I can't wrap my head around it. Everything is set to "move" (platform getting into place, cp enables) when the cp becomes available (after 60 seconds), and not when the platforms are in place. I might be missing something, but I can't see it right now.
     
  5. Nekronion

    Nekronion Registered

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    A bandaid solution might be to simply increase the unlock to an hour or so, so it never gets unlocked in the first place.
     
  6. Darkness899

    Darkness899 Registered

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    I forgot the most obvious solution: getting rid of the whole "depoyment" mechanism and let the cp sit on the 2 ramps from the start. I imagine that would also solve the problem. Maybe I can then add 2 slopes around the cp platform that are permanently facing down, so there's a second route up.

    Also, should I go ahead and fix Ferrous, or should we wait for the author to respond to Snelvuur's post on the workshop. Is there anything else that needs changing on that map?
     
  7. Snelvuur

    Snelvuur King of Sand

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    @dark: on steam workshop the map is there, so i posted it to the author.