Talk:Day of Defeat: Source Level Creation
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I thought we were going to use XYZ Creation or XYZ tutorial from now on... Jupix 10:57, 25 Mar 2006 (PST)
- I hadn't heard that. The page can always be moved if it needs to be. --TomEdwards 23:48, 25 Mar 2006 (PST)
- Discussion here, I think it applies here too. Jupix 02:02, 26 Mar 2006 (PST)
- What would a good name be? 'Day of Defeat: Source maps' suggests a list of maps. How about 'Day of Defeat: Source map creation'? --TomEdwards 02:34, 26 Mar 2006 (PST)
- How does Day of Defeat: Source mapping tutorial sound? Jupix 02:42, 26 Mar 2006 (PST)
- What would a good name be? 'Day of Defeat: Source maps' suggests a list of maps. How about 'Day of Defeat: Source map creation'? --TomEdwards 02:34, 26 Mar 2006 (PST)
- Discussion here, I think it applies here too. Jupix 02:02, 26 Mar 2006 (PST)
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Spawn Protection
So how do you implement the new spawn protection that was introduced in Colmar and Jagd? --UNHchabo 20:04, 3 Jul 2006 (PDT)
- Is it not automatic?—ts2do 20:57, 3 Jul 2006 (PDT)
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Detonation
It would be very nice if Valve had documented detonation mapping themselves, but that doesn't seem to be the case. Here's what I've worked out so far:
- Requires
dod_control_point_master - Like cap zones, each bomb target is a
dod_control_point - However, instead of a
dod_capture_area, we have onedod_bomb_targetfor each TNT pack required - A
dod_bomb_dispenservolume provides TNT for one team, the other, or both- Usually marked by
models/props_crates/tnt_dump.mdl
- Usually marked by
- The control point icons for detonation maps are as follows:
- All control point icons are found in
dod/materials/sprites/obj_icons - Not all obj icons have
_bombedvariants!
I haven't yet worked out how to make offence/defence maps like Jagd without the defenders winning immediately, however. Anyone got any ideas? --TomEdwards 11:59, 5 Aug 2006 (PDT)
