Talk:Team Fortress 2/Creating a Spawnroom
Good work on this tut guys. Might need a bit more info later but, tell then, this will be fine.--Gear 03:13, 29 Sep 2007 (PDT)
- No mate, this is a beginner topic, it's fine as it is. Multiple spawnrooms on a map and such should be covered in a higher level (intermediate, etc.) tutorial. --Baliame 13:13, 29 Set 2007 (CET)
- True but then that would make things alot more complicated. We can link the page to a more complicated one. That might be good. But the ideal pause is that we let the readers view everything on one page instead of having them switch between multiple ones. Making Multiple Rooms isn't too tough i would say. However we can still have a tad of Intermediate info on this page. But just a tad.--Gear 06:13, 29 Sep 2007 (PDT)
- Use titles and subtitles then. Mark up each big-title-section with "Beginner", "Intermediate" or "Advanced". --Baliame 16:12, 29 Sep 2007 (CET)
- True but then that would make things alot more complicated. We can link the page to a more complicated one. That might be good. But the ideal pause is that we let the readers view everything on one page instead of having them switch between multiple ones. Making Multiple Rooms isn't too tough i would say. However we can still have a tad of Intermediate info on this page. But just a tad.--Gear 06:13, 29 Sep 2007 (PDT)
Suggested Split
I suggest this article be split into a few different articles. One for creating the respawn area with respawn vis no-entry entity, another for the resupply spot, and a third for doors with team filters. The respawn area article could link to the other two. That would make it easier for a n00b like myself to find exactly the information they're looking for, and would prepare the articles for when mapping becomes a little more mature and there is more information on each topic.--Daeval 16:55, 10 Nov 2007 (PST)
True but then that makes thing more hectic, it might stay like this for a long while, and dont forget, that the whole TF2 Section and Portal is undergoing massive amounts of change.--Gear 19:41, 10 Nov 2007 (PST)
Team-Specific Doors Don't Work?
I can't seem to get the team-only door to work. It just opens for either team. Do the instructions need to be tweaked or am I doing something wrong? This is post-SDK-update, so that might have something to do with it. Any ideas?--Daeval 01:47, 11 Nov 2007 (PST)
- I believe the filter needs to be applied to the trigger_multiple instead of the func_door. Oh, and I can't get it to work, either. --Jrr 21:05, 15 Nov 2007 (PST)
- Yeah You're right, let me change that.--Gear 21:07, 15 Nov 2007 (PST)
- You need to turn off the Touch Opens Flag on the func_door to keep it from opening when anybody touches it. I noticed because the opposite team was walking right through the trigger, but the door was still opening when they got close enough. --Daeval 17:50, 16 Nov 2007 (PST)
- An additional step has been added regarding the Touch Opens flag. --Molaughlen 17:23, 26 Apr 2008 (PDT)
- You need to turn off the Touch Opens Flag on the func_door to keep it from opening when anybody touches it. I noticed because the opposite team was walking right through the trigger, but the door was still opening when they got close enough. --Daeval 17:50, 16 Nov 2007 (PST)
- Yeah You're right, let me change that.--Gear 21:07, 15 Nov 2007 (PST)
I've changed the Delay Before Reset attribute to ensure it's set to -1, since the default value of 4 leads to teammates blocking the door if they idle. --Molaughlen 18:09, 26 Apr 2008 (PDT)
Delete
I'm asking for this to be deleted, as the information can already be found in separate sections under Team Fortress 2 Level Creation. Aside that, this article also ahs some things that already exist else where, and should be deleted due to that.--Gear 16:12, 1 Jul 2008 (PDT)
- I would appreciate it if this article were not deleted. It may be redundant, but it puts the other information together in a cohesive, beginner-friendly manner. As a new mapper, I found this article much more helpful than just the individual components would have been. --NumbersAndNoise 1:33 6 July 2008 (PDT)
- I don't agree with deleting the whole article, but I do agree that there is a lot of redundant information. I'd say instead trim it down to a basic summary and keep as a reference page to the other subsections. Make it into somewhat of an "ingredients list" for what a good spawn room should have, with each "ingredient" linking to the specific tutorial. I'll add this page to my to-do list to fix up if no one else beats me to it, it's missing a bit too much info currently.--Brandished 02:07, 6 Jul 2008 (PDT)
- I completely agree with Brandished. It should only be trimmed down. --Miloshd7 08:05, 6 Jul 2008 (PDT)
- I agree with NumbersAndNoise, I was trying to find out how to create a TF2/basics of one and couldn't really find all the info I needed in one spot. I would instead delete the other redundant info or move it here and mix it together ---TheMoralitySquad 12:54, 25 Jul 2008 (PDT)
- This article is not to be deleted. It's really all the elements nicely explained in one place. If I'd be a newbie I'd have 1) frustration managing with switching around windows for each goddamn element 2) may get into a state of confusion and wonder why isn't it explained where this and that and that goes. I suggest deleting all the smaller tutorials if you're so delete-happy because they're really paragraphs dragged out of this one. I thought you were smarter than that. --Baliame (talk) 15:40, 4 Aug 2008 (PDT)
- Well hey thanks guys for the love towards the Page Baliame I wrote :D! Yet I just felt it may have been not so great as the other page anymore, but it seems it is! Thanks, so it shall stay! Also whoa baliame man, way to get defensive!--Gear 21:18, 5 Aug 2008 (PDT)
- In fact we wrote it, but it doesn't matter since it's an open wiki. As I said before, it's all info in one location, saves the frustration, simplifies the reader's life. Other pages might have a little higher quality, but the fact that they are seperate is enough penalty for me to favor this one. As for the defensiveness, you're the second who wants to get rid of this page, I'm tired of explaining why stuff in one place is better than stuff in seperate places. It's like as if you were trying to make a pizza, but the cheese is in the fridge in the kitchen, the ham is under the bed on the first floor bedroom, the pepperoni is in the dog house, and while there's no reason for them to be all seperate, they could all be in the fridge, you still have to go get them. --Baliame (talk) 02:10, 15 Aug 2008 (PDT)
- Well hey thanks guys for the love towards the Page Baliame I wrote :D! Yet I just felt it may have been not so great as the other page anymore, but it seems it is! Thanks, so it shall stay! Also whoa baliame man, way to get defensive!--Gear 21:18, 5 Aug 2008 (PDT)
- I understand, I just felt it may have been more in line with the rest of the wiki due to these pages were separate, but I do like the fact it's all in a single page. With that said, this discussion can come to a close, with the verdict being the page is useful, and does a great job.--Gear 11:17, 15 Aug 2008 (PDT)
Suggested adding.
i suggest adding for info_player_teamspawn in the properties adding "red spawn for round"/"blue spawn for round" for when people add in team_control_point_round entity. that way the spawns will work --Robot 14:37, 19 Aug 2008 (PDT)