User:Daeval: Difference between revisions
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* [[User:Daeval/TF2_Basic_Map_Construction|Basic Map Construction]] | |||
* [[User:Daeval/TF2 How To Create Respawn Areas|How to Create Respawn Areas]] | * [[User:Daeval/TF2 How To Create Respawn Areas|How to Create Respawn Areas]] | ||
* [[User:Daeval/TF2 How to Create Team-Specific Barriers|How to Create Team-Specific Barriers]] | * [[User:Daeval/TF2 How to Create Team-Specific Barriers|How to Create Team-Specific Barriers]] |
Revision as of 21:05, 3 January 2008
Heya, I'm Daeval.
A long, long time ago in a galaxy far, far away, I was also Sir Jaster @Ni!.
I haven't messed with Hammer much since it was called Worldcraft, but I've been starting up again with the release of Team Fortress 2.
Works in Progress..
I'm in the process of teaching myself to map for TF2, and I'm creating some "how-to"s as I do it.
I'm looking to make a kind of reference article for each aspect of TF2 mapping, with demo maps that feature only what is talked about in that specific article. All-inclusive tutorials like the ones here are great, but they are difficult to use if you only need specific information. In the wiki spirit, I'd like to create standardized, more easily referenced chunks. With any luck, this might also encourage people to try new things, new combinations - to push the limits of the parts we've been given, as was the spirit of the TF1 mapping community.
Up to now, I've only gotten as far as the tutorials here will take me. I'm moving forward, but I will wait until I've made significant additions to put/modify links on the main TF2 mapping page. Meanwhile, I'll add links here.
I have a bunch as text files and images, I just have to translate them into wiki format. Also have to find a place to host .vmfs, because I think those would be useful.
Just getting started:
TF2 Mapping - Feature Requests
In my exploration of TF2 mapping, I've come across a few barriers that I'd like to break through. These are little things that aren't crucial, but would open up different mapping possibilities. As far as I can tell, these require some (relatively minor) intervention from the developers at Valve. However, if you know of an existing way to accomplish any of these, please let me know!
- MultiCTF
- A bug currently prevents multiple-flag CTF from working. A player can pick up multiple item_teamflags, but only one of them remains "active." He will be unable to score with the others, and they will not drop to the ground, even after he dies. From then on, he will respawn with any extra flags on his back, effectively removing them from the game.
- It seems like this could be solved by either:
- a) Not allowing a player to carry more than one flag.
- b) Allowing a player to return more than one flag at a time and to drop multiple flags upon death.
- c) An item_teamflag "group" property, such that flags with the same group cannot be carried together. Similarly, func_capturezones might be tied to a flag group.
- Any of these solutions would open up a whole new realm of possibilities for MultiCTF.
- Flag Return Input
- It would be nice if item_teamflags had a "return this flag" Input.
- Flag Timeout
- Similarly, item_teamflags could have a timeout property, indicating the amount of time before a dropped flag returns.