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[TF2] Cp_close

  • Jetsetlemming
  • June 16, 2008 at 12:16 PM
  • Jetsetlemming
    • June 16, 2008 at 12:16 PM
    • #1

    I started mapping in TF2 for the first time last night, and this is the result; cp_close. It's a very simplistic, retro style map, with the two halves mirrored of each other and not much attention paid to visuals beyond flow and team color pallets.

    Any commentary, critiques, and criticisms are welcome. I'm going to try to organize a test game of it tonight with some friends, if it comes together I'll post a link to my server here.

    Download link:

    http://www.fpsbanana.com/maps/56785

    Screenshots:

    [attachment=5]cp_close_1.jpg[/attachment]

    [attachment=4]cp_close_2.jpg[/attachment]

    [attachment=3]cp_close_3.jpg[/attachment]

    [attachment=2]cp_close_4.jpg[/attachment]

    [attachment=1]cp_close_5.jpg[/attachment]

    [attachment=0]cp_close_6.jpg[/attachment]

  • Psy
    • June 16, 2008 at 12:31 PM
    • #2

    Post an overview.

  • DvS
    • June 16, 2008 at 5:27 PM
    • #3

    Looks kind of like it's designed only for scouts, soldiers and demomen.

    Is the locker prop_dynamic?

    Did you set the visualizers' properties to the right team?

  • Jetsetlemming
    • June 16, 2008 at 6:00 PM
    • #4

    The only classes I think will have an actual hard time with the map compared to others is heavies and engineers- it's too small for teleporters and dispensers to really be necessary, and for a heavy to be effective he'd have to take the long way around to get to high ground. Most he's going to be able to do effectively is block routes, especially in the thin side halls.

    I made places for snipers, choke points for demomen/soldiers, close areas for pyros, cubbies and alternate routes for spies (and engineers to build in so they can do SOMETHING), and vertically oriented areas for scouts. I make no promises in how it actually turns out to play, but I did put some thought into the layout.

    The locker's prop_dynamic, and I have the visualizer attached to the spawn room it's protecting as per the Source SDK Wiki. There's no outright "team" option in it, which would make things a lot easier.

    Overview:

    [attachment=3]cp_close6.jpg[/attachment]

    [attachment=2]cp_close7.jpg[/attachment]

    [attachment=1]cp_close8.jpg[/attachment]

    [attachment=0]cp_close9.jpg[/attachment]

    That should make the overall design of the level clearer, right? The control points are on the two raised metal platforms across from each other in the center of the map, each spawn has three exits, one straight forward and two side ones, there's six entrances to the main chamber, two for each base and two on the center walls, where the side halls meet at level with the control points. There's a number of platforms and windows for minor alternate routes to escape camping demo or let a scout rush the snipers. There's a central tower with a large ammo box but no health that would be a perfect place to suppress all the entrances as long as the player can survive up there.

  • -HP-
    • June 16, 2008 at 6:10 PM
    • #5

    Looks like fun!

    Lot's of TF2 maps around mapcore last few months!

  • Jetsetlemming
    • June 17, 2008 at 12:18 AM
    • #6

    Goddamnit, I can't find the information I'm looking for, and none of the usual places I check for tuts is helping. Does anybody know how to structure command points and how they work together and across the course of a map and want to give me tips? I can't get the second damn control point to be unlocked.

  • DvS
    • June 17, 2008 at 12:21 AM
    • #7

    Post the vmf or something, I have no idea what you've got going on entitywise.

  • Jetsetlemming
    • June 17, 2008 at 1:25 AM
    • #8

    After some experimenting... all I've managed to do is make the match won to whomever takes the first point. Point 2 remains locked, uncapturable, for the duration.

    Here's the .vmf. Thanks for looking, DvS. I was more looking for a link to a proper, fleshed out cp tutorial, but I'll accept personal help.

    http://files.filefront.com/cp+close+sou ... einfo.html

    On a side note I discovered while testing it that the demomen can blast themselves up and get on the small upper lip at the top of the map, and I've decided to expand that into a castle parapet looking area of the map, reachable by stairs on the upper side hall lip, and a modest 3d skybox outside it. Let no man ever claim Jetsetlemming is lazy.

  • DvS
    • June 17, 2008 at 2:19 AM
    • #9

    These here are a simple case of misremembered entity names, you've got visualizers referencing blue_respawn_1 when the respawn room is called blue_respawn_01, same deal with red_spawn vs red_respawn.

    Code
    Spawnpoint at (368.00 736.00 1.00) is not clear.
    
    
    Spawnpoint at (464.00 736.00 1.00) is not clear.
    
    
    func_regenerate(func_regenerate) unable to find associated model named 'resp1'.
    
    
    Spawnpoint at (656.00 -1776.00 1.00) is not clear.
    
    
    Spawnpoint at (560.00 -1776.00 1.00) is not clear.
    
    
    func_regenerate(func_regenerate) unable to find associated model named 'resp2'.
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'team_blue_spawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'red_spawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    Display More

    The control point thing was similar, except this is sort of obscure:

    [Blocked Image: http://i28.tinypic.com/2vnml9u.jpg]

    This however brings another problem, whoever caps a point first wins, you don't need both points. That I'm afraid is out of my league as I haven't fiddled with custom gametypes yet.

    The resupply lockers stumped me, but I created new ones that worked.

    http://files.filefront.com/cp+closevmf/ ... einfo.html

  • Jetsetlemming
    • June 17, 2008 at 3:31 AM
    • #10

    I suppose misspellings is what I get for staying up all night working on it. Thanks DvS.

    *goes about making that upper balcony and skybox*

  • Jetsetlemming
    • June 17, 2008 at 3:53 AM
    • #11

    Fuck yeah, everything works! The reason it would win after one cp getting controlled is they were set to different group indexes- they're supposed to have individual indexes but be on the same group index if they're both in the same round.

    I'm still getting errors reported in the console about the visualizers but they work fine for both teams so I dunno what it's complaining about. The only issues with them is that a team can see its own visualizers, but they don't block their movement. I was under the impression visualizers are only visible for the team whose movement they block, but whatever, it hardly matters.

    Code
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'team_blue_spawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'red_spawn_1'

    *shrug*

    I just have to clean up something in the skybox I messed up on (stupid LOD models...), and it'll be ready to play. Officially, cp_close_b1. Huzzah!

    Edit: Ladders work in TF2, right? Might want to add a couple...

  • DvS
    • June 17, 2008 at 3:55 AM
    • #12

    Check for problems to find those visualizer errors.

  • Jetsetlemming
    • June 17, 2008 at 6:02 AM
    • #13

    Used the entity report, and found 'em. Two of the visualizers had gotten duplicated and was overlapping others. It was just a matter of finding which of the two was set to the wrong spawn, deleting it, and making sure the other is in the right place.

    I've got everything working an in place now, and just the way I want it, except the damn ladders. Does TF2 do something different than normal for those? It doesn't have the func_ladder entity and doing it the HL2 way seems to work in Hammer but I can't climb them in TF2. I think I might just get rid of them entirely and make the four platforms the ladders rise off of really fast moving on_touch elevators.

  • Jetsetlemming
    • June 18, 2008 at 11:17 AM
    • #14

    Alright, I'm finished! Download cp_close_b1 here: http://www.fpsbanana.com/maps/56785

    There are new screenshots included on that page. Updated the first post in this thead with link and screens.

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