Difference between revisions of "Talk:TF2/Creating a Capture Point"

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(Decompiled TF2 maps)
(The limitations of CP placement)
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I have a decompiled cp_dustbowl to study, but haven't been able to set up my own map to play in rounds correctly.  
 
I have a decompiled cp_dustbowl to study, but haven't been able to set up my own map to play in rounds correctly.  
 
-- [[User:Spyvspy|Spyvspy]] 10:37, 9 Nov 2007 (PST)
 
-- [[User:Spyvspy|Spyvspy]] 10:37, 9 Nov 2007 (PST)
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== The limitations of CP placement ==
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Yeah, kinda new to the community here, so ignore if this question= obvious or dumb.
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'''Can you place Control Points under deep water?'''. I plan to do this for the map I'm going to make.

Revision as of 23:48, 7 January 2008

Decompiled TF2 maps

If anyone would need some examples of the usage of control point system (basically, the 6 decompiled TF2 maps), just throw me an e-mail, it's on my user page. --Baliame 06:39, 2 Nov 2007 (PDT)

Thank you, and it reads well. I need to implement 2 control points on a defense map I have in progress. After I do that I'll know if there are any clarifications needed. --Spyvspy 22:08, 2 Nov 2007 (PDT)

implementing game round logic

I was able to use this tutorial with success; two control points are capturable. Putting together the rest of the logic so the map can be played in rounds is difficult for me to decipher. I have a decompiled cp_dustbowl to study, but haven't been able to set up my own map to play in rounds correctly. -- Spyvspy 10:37, 9 Nov 2007 (PST)

The limitations of CP placement

Yeah, kinda new to the community here, so ignore if this question= obvious or dumb.

Can you place Control Points under deep water?. I plan to do this for the map I'm going to make.