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

Doing that also screws up the brushwork, and probably some other things, not to mention the lack of TF2 specific props in HL2: DM.

And this map is a learning experience for him, using VMEX can not only mess up the map, but it won’t teach him anything.

This is his first map? Sorry…

If you read the thread you would know. :expressionless:

I hate reading…

If only you’d hate writing as much.
A man can dream though. A man can dream…

This explains so much.

I has an update, I was on vacation for the past week and I couldn’t map, but this is the last day of Spring Break, so when I get home, I’ll start on my map again, sorry for the lack of updates.

yaaaaaaay

And then maybe we can sexy times in DoD : S! :smiley:

Even then, why bother with VMEX. You could just use the sdk_ctf_2fort.vmf in the tf2 sdk folders.

:hmph:

Maybe, but after my 2fort map, I might start working on my Toujane, Tunisia map (COD2) to DOD:S. :smiley: Which should be kind of fast, depending on my skill >.<

^ Teh bwidge.

I need help guys, I don’t know how to make team-only doors if you know what i mean. If you guys have any idea how to do this, please share your advice.

For deathmatch, it is theoretically impossible. Team-based code enables it much more easily. However certain spawns may give the player a specific item, which will enable them to open doors using a specific quantifier.

That bridge is looking sexy DenDrio.

Might I suggest some pylons along the bottom though?

So, should I use a button that can only open the doors from the inside and out? Is there a way to make buttons that only a certain team can use them?

I’ll see what I can do :stuck_out_tongue: and thanks for the compliment

One-way triggers would be one way… but I could have sworn there were ways to give players some special checkable attribute upon their spawn.

(Then again, most of my mapping has been for TFC, where you’re given more entities to work with, where you can make stuff like Hunted possible.)

Anyway, buttons take too long in fast-paced games. A worldly brush that the player can walk through, a trigger_multiple for example, is much better for multiplayer.

Why is it bmp >_>

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.