2fort map.... IN HL2DM! (unfinished)

Ok guys, I have a dilemma, I can’t make a team-based barrier to let only combine/rebel go through. So far I have a func_brush with a player clip sexture, any ideas?

Very nice dude, scales a little large, but it adds more better firefight rather then spamming with the grav gun :slight_smile: im guessing youll upload it to moddb or something when its complete.

Youve earnt man points from me, and restepa from the other forumees

:awesome:

As it appears to be a remake/customed, im guessing in the future therell be VERSION 2! itd be nice to see barriers etc on the bridge. you know little things that make it feel a bit more whole.

Years ago when tfc was at its peak, folks were coming out with new maps on a daily basis it seemed. Yet no one was up to my idea of flipping 2 fort and re-creating the best capture the flag map to date in MIRROR form. That when you walk in the front door, you turn left to go to the ramp room rather than right. And that when you walk in the front door, you turn right to go to the water spiral rather than left.

Everyone bickered that it was just a simple swap to do, yet others insisted the map would have to be recreated from scratch.

No one did it.

Great ideas are not always implemented. I wonder if this chap would be up to it?

He seems pretty fair. if it makes one person happier, and no one else upset, itd be nice :slight_smile:

I’ll think about it, but I’m going to have to do it after my DOD:S Version of Toujane, Tunisia.

:smiley:

Catzygirl, as someone who continues to touch TFC in the context of mapping, I’d like to share my thoughts on it…
Decompiling the map is always a fugly process, there are some tools that can bring you close but you have to go through and delete rogue brushes while remaking walls that were deformed during the process.

Basically, there is some effort… but once that’s done, the swap is really really easy. The question is, why would that be time usefully spent? Everything that gets done in the game is pretty much symmetrical… I’ve debated this with my father before. In a game like Chess, it doesn’t matter whether the queen is on the left or right side of the king… the only demand is that the queens be in the same column. Since every piece can move left and right equally, then the possible moves are identical to a mirrored version.

It’s just not a fruitful mod, kinda like how I find the “mirrored mode” a waste in racing games. Running the track backwards is more interesting. That is to say, a better and more hilarious investment would be putting the bases ass-to-ass. Such that you enter the enemy basement through your basement, and your flag is at the end of a half-long bridge overlooked by the battlements. :smiley:

I call it 2trof

Edit: I have a decompiled 2fort in front of me right now… 53 solids were invalid, not sure where they are, but those aren’t the worst part. What’s worse is how some objects came out. There are fuckups with the tedious things… mostly the lights and basement-girders… that would need to be resolved.

EditEdit: Actually, the map is only superficially okay. Every corner is a disastrous intersect of 1-unit-thick walls. There are more invalid solid structures than spawn points, and more perpendicular texture axes than textures multiplied by entities. The decompile is only really useful as a guide if you’re going to rebuild all of 2fort with exact dimensions and pre-existing texture alignments.

I have no idea what you mean on your edits, but it is the same type of things i heard when folks tried to ‘easily’ do what I suggested by making the mirror. Problems and issues always had folks giving up and saying “It needs to be re-built from the ground up and I am not gonna do it”.

Not gonna do it. :s igh: ok. fine. But will ANYone do it? No one. Not one.

I am sure this begs the question “Why do you want this so much catz?”

Cuz it is obvious the set up of 2fort is a popular and most used map OF ALL TIME. (evidence by this here thread!) and folks simply like the layout. Why? Who cares, it works and folks like playing it.

Why a mirror? Cuz there are enough folks that “know” 2fort but desire a bit of a challenge. With a mirror map, they now have to fight the automatic urge to go right when entering the base. “Crap! this is 2fortMirror! GotTA GO lefT!! GAHH! I AM DEAD!”

Normally the map offers them the split second advantage cuz they know it… but they fail cuz IT ISNT THE SAME “MUAHAHAHA!”

shucks. no one is gonna make it and I am just ranting now. Ignore me. Carry on.

lol. Okay, so…

That’s not much of a challenge for a lot of people. In a report covering gender-HCI (genderbased human-computer-interaction), I came across some studies revealing how female computer users had a harder time at smaller computer resolutions than the male test counterparts. Both genders had degraded performance when navigating the virtual environment at smaller resolutions, but women moreso. The female subjects caught up to equal levels at a higher visible resolution & field-of-view.

Female subjects operated with a more landmark-oriented method of navigating, relying on the placement of objects in relation to oneanother. The male subjects are believed to have performed better in small resolutions by choosing a more grid-based understanding, navigating by absolute bearing in the virtual environment.

It’s possible your approach would only baffle the several female players, since swapping a grid is arguably easier than reversing one’s understanding of relative locations.

No doubt both genders would have decreased performance compared to the original 2fort, but I feel one gender may be more thrown off by the concept. YOU, if you were to play an engineer, would be one of the few to have some improvement in this situation - - since a sentry’s performance remains identical. But you would hurt the rest of your gender.

Keep in mind, neither landmark- nor bearing-focused approach is superior. A combination is ideal, that is, a male bias and female bias navigating in tandem. Take the typical example of a couple bickering in the car…
The female knows they are lost, since nothing is familiar. The male thinks he knows where he is, since he’s been driving on the same road (assumed rather straight). Unfortunately, he could have been completely disoriented since the road may have bent. Still, he thinks he knows where he is, so he refuses to ask for directions.

To prove a combination is ideal, well, if some landmark like a cell tower or the sun’s position were visible, the female landmark-bias would be able to correct a mistaken bearing.

Yeah, decompiling is ugly shit. Maybe when I’ve got my current map done with, I’ll look at rebuilding 2fort from those proportions, all objects from scratch. I always wanted to modify that bitch.

You could ask the old folks at Valve if they have the original RMF lying anywhere around… you have some historical rapport at Steampowered and continued influence as a BM dev, so they might recognize your request as being less than irrelevant… and they have nothing to lose by releasing it. If you got your hands on something like that, it’d save a lot of effort, and then your mirrored map would be a reality at the snap of a finger. Don’t make the RMF too public though or else you’ll get a bunch of unnecessary pseudo-authentic 2fort knockoffs…

I’m pretty sure that in racing games mario kart mirror mode is done simply by flipping the video output, sound, controls & maybe textures, or at least the ones with writing on them. It’s simple, doesn’t take up any real space, and doesn’t require all of the effort that would go into remaking everything backwards.

Well, I’m going to need something to do once I’m finished with Guard Duty…

I could get it done in a Source game if you want, Goldsrc Worldcraft does not agree with my computer. :frowning:

Dear gabe,

Can I haz ur old 2fort files pleeze? kthnxbi!

CatzEyes93
Girl on Black Mesa Mod

yeah… like a brick I think.

If I was Gabe, I’d give you that files like THAT
[COLOR=‘black’][COLOR=‘black’]Note: When I said THAT I snapped >.<

nothing ventured nothing gained. email sent. :s hrug:

Straight to Gabe? Well, I wish you luck…!
Not sure if he’s the best man for the question, so if that doesn’t work, a better bet would be anybody on this page who says Level Designer by their name, BUT EVEN BETTER would be Robin Walker and John Cook (listed as Software Developers), who led TFC’s development. Of those two, I’d first try Robin Walker, since he’s listed as design, code, and management”.

Actually, I’ve been doing some sleuthing… apparently some of the original TF’s more popular user-generated maps were assimilated into TFC. For example, I saw the map “The Rock, v2” available. It’s theoretically possible they don’t have it. But I’m assuming they do, considering how cleanly it was adapted into the final game and how it’s the most common official level.

HUGE BUMP: Hey guys, sorry for not updating this thread, but I was finishing up the bases, and now I’m pretty sure it’s done and I just need the sextures. I added some stuff under the bridge: Also I added sextures to the rebel’s base, opinions?

Sweeet.

Are the textures going to be like packratted TF2 ones?

What do you mean “packratted”?

Embedding files into the .bsp using a program called pakrat

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.