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New blog update (SDK related)
https://forum.specialattack.net/viewtopic.php?t=5799
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Author:  [SpA]Loke [ 16 Jun 2009, 00:53 ]
Post subject:  New blog update (SDK related)

Quote:
Today we're releasing an update to the Source SDK that includes the .vmf source files for many of the official TF2 maps. This is something we've wanted to do for a while, especially as we've been growing the range of game modes in TF. Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.

For the beginner map makers out there, we hope this gives you an easier entry point by allowing you to alter or edit an existing map, as opposed to being forced to start from scratch. For example, you could start by fine-tuning cover in Goldrush, alter the layout of Granary, or tweak the amount of health and ammo in Gravelpit. Or maybe you just have a ton of ideas on how you think you could improve Hydro or 2Fort. We'd love to see what you come up with.

For the experienced map makers, we hope this gives you a variety of examples of how we design and construct levels, the tools we use to finish the aesthetic/thematic elements, and some specific implementation solutions to performance and networking problems. We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes.

Our plan is to get more of our TF content source out in the SDK, so look for more maps & model sources in the future.
http://www.teamfortress.com/post.php?id=2578

Fucking awesome news; always wanted to check how Valve construct their levels so I can learn something from the professionals. Thanks Valve!

Author:  nocomment [ 16 Jun 2009, 00:54 ]
Post subject:  Re: New blog update (SDK related)

Sweet :D now to take an exisitng map and plaster SpA over it :twisted:

Author:  Shizz [ 16 Jun 2009, 01:10 ]
Post subject:  Re: New blog update (SDK related)

nocomment wrote:
Sweet :D now to take an exisitng map and plaster SpA over it :twisted:
you could pretty much do that already :) but it does require downloads from the server...


Like for example all those area's that Engi's are not allowed to build clip them off as valve haven't done it :)

Author:  nocomment [ 16 Jun 2009, 01:24 ]
Post subject:  Re: New blog update (SDK related)

[SpA]Shizz wrote:
nocomment wrote:
Sweet :D now to take an exisitng map and plaster SpA over it :twisted:
you could pretty much do that already :) but it does require downloads from the server...


Like for example all those area's that Engi's are not allowed to build clip them off as valve haven't done it :)
buh?! like where? :lol:

Author:  Shizz [ 16 Jun 2009, 01:35 ]
Post subject:  Re: New blog update (SDK related)

nocomment wrote:
[SpA]Shizz wrote:
buh?! like where? :lol:
there are area's like in gravelpit that and engi can get to @ point C with a dispenser and then build a SG we dont allow this
so it would be easier just to recompile the map with this area clipped off so that you cant stand there.

Author:  [SpA]futari [ 16 Jun 2009, 09:20 ]
Post subject:  Re: New blog update (SDK related)

[SpA]Shizz wrote:
nocomment wrote:
there are area's like in gravelpit that and engi can get to @ point C with a dispenser and then build a SG we dont allow this
so it would be easier just to recompile the map with this area clipped off so that you cant stand there.
and the second point of goldrush where a dispenser can boost an engi to that little balcony where the bridge is, isn't allowed. Engi's always find a way to build somewhere xO

So maybe now people will finally make gravelpit into a 5 point map which was previously (near) impossible.

Author:  [SpA]Blackhawk [ 16 Jun 2009, 09:29 ]
Post subject:  Re: New blog update (SDK related)

Yay... finally Lim-Dul can rework 2fort and stop complaining! :4

Not that his complains aren't correct... :ugly:

Author:  Traget [ 16 Jun 2009, 15:23 ]
Post subject:  Re: New blog update (SDK related)

SOMEONE MAKE HYDRO PLAYABLE D:

Author:  [SpA]Pim [ 16 Jun 2009, 15:33 ]
Post subject:  Re: New blog update (SDK related)

nice

Author:  Shizz [ 16 Jun 2009, 15:50 ]
Post subject:  Re: New blog update (SDK related)

already working on some new decals :D wooop


If someone would like to provide some screenshots of area's on maps where Engi's can get to etc by using builds ill get to work on making a map pack :)

Author:  [SpA]Unity [ 16 Jun 2009, 18:51 ]
Post subject:  Re: New blog update (SDK related)

Is someone really wants to do something, try making an extra pathway in 2Fort. This pathway should be in the sewers leading directly to the basement/intel.

Author:  Marmelada [ 16 Jun 2009, 19:25 ]
Post subject:  Re: New blog update (SDK related)

[SpA]Shizz wrote:
already working on some new decals :D wooop


If someone would like to provide some screenshots of area's on maps where Engi's can get to etc by using builds ill get to work on making a map pack :)
Clipping the areas where engies can get by dispenser climbing might not be such a good idea, such areas are useful for scouts, demomen soldiers. A scout can jump on the c tower on gpit where the engie can dispenser climb for example.
It would be much better if you could just make the areas no build zones.

Author:  Shizz [ 16 Jun 2009, 19:26 ]
Post subject:  Re: New blog update (SDK related)

thats also easy to do and alot less of a pain that clippin off the area............

But again it would involve the map becoming custom and needing to be downloaded.

Author:  [SpA]Scatterbrain [ 16 Jun 2009, 22:14 ]
Post subject:  Re: New blog update (SDK related)

requesting 2fort with drainable water, triple sniper deck and a bigger sewer system that's got trains going through it plx.

Author:  Lim-Dul [ 16 Jun 2009, 22:53 ]
Post subject:  Re: New blog update (SDK related)

Nah, I'll redesign the existing Sniper deck with a "hurt" trigger so that everybody camping there will die. :-D

Author:  nocomment [ 16 Jun 2009, 23:29 ]
Post subject:  Re: New blog update (SDK related)

I loaded 2fort into hammer and just shit myself :lol: soooooooooooo many wires :shock:

Author:  dckjns [ 17 Jun 2009, 11:27 ]
Post subject:  Re: New blog update (SDK related)

Loke wrote:
Fucking awesome news

Author:  Shizz [ 17 Jun 2009, 11:29 ]
Post subject:  Re: New blog update (SDK related)

nocomment wrote:
I loaded 2fort into hammer and just shit myself :lol: soooooooooooo many wires :shock:
LOL

Author:  sebas [ 17 Jun 2009, 12:18 ]
Post subject:  Re: New blog update (SDK related)

what wires? xD

btw, how'bout stairs leading up to the sniper deck?

Author:  dckjns [ 17 Jun 2009, 12:19 ]
Post subject:  Re: New blog update (SDK related)

[SpA]Shizz wrote:
If someone would like to provide some screenshots of area's on maps where Engi's can get to etc by using builds ill get to work on making a map pack :)
[SpA]Shizz wrote:
so it would be easier just to recompile the map with this area clipped off so that you cant stand there.
[SpA]Shizz wrote:
you could pretty much do that already :) but it does require downloads from the server...
Wait. Wait.

First you mention that it requires additional downloads and now you're talking about restricting these areas within the map, then recompiling it?

FYI: Gravel pit is roughly 44 MB, Well and 2Fort are at 60 MB.

You could just seal these areas off with SourceMod y'know.

Author:  sebas [ 17 Jun 2009, 12:21 ]
Post subject:  Re: New blog update (SDK related)

That's no longer an option m3n so no need to worry. :P

Author:  Shizz [ 17 Jun 2009, 12:27 ]
Post subject:  Re: New blog update (SDK related)

m3n wrote:
FYI: Gravel pit is roughly 44 MB, Well and 2Fort are at 60 MB.

You could just seal these areas off with SourceMod y'know.
your about 20mb out on each :) gravel is 20mb and forts is only 33mb :)

I was giving an option, When i checked on soucemod i couldnt find any plugin that allowed you stop people from building in certain area's

Author:  [SpA]SaintK [ 17 Jun 2009, 12:30 ]
Post subject:  Re: New blog update (SDK related)

Victor has created a plugin for this yesterday. Please contact him if you want to sort the area's.

Author:  dckjns [ 17 Jun 2009, 13:16 ]
Post subject:  Re: New blog update (SDK related)

[SpA]Shizz wrote:
m3n wrote:
FYI: Gravel pit is roughly 44 MB, Well and 2Fort are at 60 MB.

You could just seal these areas off with SourceMod y'know.
your about 20mb out on each :) gravel is 20mb and forts is only 33mb :)

I was giving an option, When i checked on soucemod i couldnt find any plugin that allowed you stop people from building in certain area's
Image

Image

Where'd you get your values, at the toilet store?


(Or am I missing something out?)

Author:  Shizz [ 17 Jun 2009, 14:14 ]
Post subject:  Re: New blog update (SDK related)

m3n wrote:
Where'd you get your values, at the toilet store?
Ok I admit i was wrong with 2forts its smaller, I was looking at the map I'm making for unity with the extra sewer.

Image

download the SDK and recompile both maps and check the sizes yourself.

And I dont think there was any need for the sarcasm.

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