I don't know how far this will end up going. But if anyone knocks up a sketch payload map or something I might give it a go at making it. I've had experience doing HL2 maps so I don't see why this will be much different. Just depends on the amount of time I have
Nice idea... we do have our own CSS map.... maybe even more then one, made by members... So why not a TF2 map.... Lets discuss it here, and add the picture of it, so people can add and modify it.
It is quite different from hl2 since you have to balance it around 9 different classes and needs. I suggest you listen to the developer commentary ingame, sign up on http://www.tf2maps.net and start with an Arena map since those are the easiest to balance. Good luck and hoping to see your map in the next community update!
I've been working on a map myself for some time now. I am reconstructing a real life building, and I'm very happy they provided me with blueprints. So as far as I'm concerned I'm first gonna see how the building itself plays out and then I will change areas that need change. But I ran into a problem. I hope you can help me out. Compiling for testing always took me like 5 hours, most of which are in the vvis area. What I have now is a large staircase, and in the railing of those stairs there are some little holes. I read about vvis, and what it does. Time should be able to go down to a few minutes with appropriate use of func_details instead of plain brushes. So I took pretty much all the stiars, right click -> tie to entity -> func_detail. All parts now select as one, but at least I got rid of all the WARNING: Microbrush at the start of the compiling. But then another problem hit me. I had to many T-junctions, disabling hammer to make the bsp file (the rest of the proces all depends on that file). So I searched around and I found out that large amounts of func_details together should be made into a prop model. My stairs railing is one such thing that should be made into a prop model. BUT hammer can't do that. So I downloaded XSI, which according to the valve developper wiki is the best program for this. After a bloody long download ad having to find the Valve add-on, I started. You had to create a prefab in hammer, and then load that .vmf prefab into XSI. But when I do that, I get an instant program crash from XSI. It gives a message that it was unable to save the file I was wokring on before crashing, which is no big deal since I didnt have anything. But this does mean I am unable to create a model, disabling me to get rid of the T-junctions, disabling me to replace my brushes with func_details, whixh means I have to have a slow map that compiles like shit. HALP :shock: :cry:
Metamess, I think that if you post this on the forum of www.tf2maps.net that you will be helped quite fast.
Someone else already did for both problems (2 different persons) and no solution was given. (well for the one with t-junctions they said make prop models with XSI, hence the 2nd problem) I can try ofcourse, and I will if nobody here has a solution. How do you guys do it?
damn thats so mutch technic stuff with sooo many hard words!it gives me a headache! well for a map i do have great idea's about the layout but i dont know the technic stuff... i think that if you made a cp map based on the halo 2 map district would be very cool, or maybe another city map with loads of items wich you can break. or you make it like a ww1 battlefield with trenches and all that stuff xD but hey those are just suggestions! (you know what would be cool?! a map that has the same graphics as south park so it would feel like you are walking trough that world! xD
A WWII theme map is on the cp server. Is called cp_frontline_a1, is in alpha staus and only 1 stga ebut looks very promising. We are in contact with the the mapbuilder ( he also made arena_wow_v1and cp_redfort) to get him to build an arena map based on the WOII theme
Frontline looks great, but from what I've seen from that mapmaker, he's got a lot of trouble getting the balance down of his maps. So I'm not really sure if Frontline is a good map, I'll check out the CP server sometime. Problem with redfort is that defence is way overpowered (and an absolute spamfest) and from what I recall boulder had problems of it's own. Is that that gravelpit-like map? If it is: From the games I've played on that on the GoT server it seems that attack is a bit overpowered.