• Your favorite Hammer entity!
    80 replies, posted
Fuck...
[QUOTE=LifeIsGood;31316228]Fuck...[/QUOTE] That's my favorite entity too.
func_viscluster. I put one in every map, usually if they take up the entire grid it helps compile.
Funk_Dance Fuck_You These are good.
[IMG]http://developer.valvesoftware.com/w/images/2/2f/Ground_node.jpg[/IMG] [B][/B][B]info_node[/B]
!player/player With no player entity there would be no way of seeing the map. EDIT: Not info_player_start, the actual player entity that exists in the same weird way as worldspawn...
prop_static
[QUOTE=billi999;31316977]!player/player With no player entity there would be no way of seeing the map.[/QUOTE] Depends on the game. In CSS if there in no info_(counter)terrorist_start it will just say the teams are full
env_cubemap that or prop_static
prop_static and physics Hate prop_detail... Read a description about it that was poorly worded and changed every prop on this huge map I was working on into a prop_detail, thinking I was going to speed up the map. I was wrong :(
I love working with combine technology, so I guess npc_combine_s is my new favorite.
func_detail
func_rotating [video=youtube;MR8mDGRqgE8]http://www.youtube.com/watch?v=MR8mDGRqgE8[/video]
npc_hunter
[QUOTE=Diealready;31315795][img]http://imgkk.com/i/ofhg.png[/img][/QUOTE] where does the icon come from anyway
game_ui
[QUOTE=Max of S2D;31348721]where does the icon come from anyway[/QUOTE]Its Jason Mitchell photoshopped onto the Fonz
prop_static
math_counter
point_servercommand 'nuff said.
Logic_auto And Logic_relay. Sweet sweet I/O
light :v:
npc_alyx :quagmire:
[img]http://i.imgur.com/K3S2S.png[/img]
[QUOTE=sk0_ften;31368154][img]http://i.imgur.com/K3S2S.png[/img][/QUOTE] When i count sheep to fall alseep, i use a math_counter.
[QUOTE=Odi;31341748]func_rotating [video=youtube;MR8mDGRqgE8]http://www.youtube.com/watch?v=MR8mDGRqgE8[/video][/QUOTE] Haha, did you see how he made those rings? He used the forbidden carve tool, fucking awful.
I don't know why, but I'm a sucker for func_rotating.
func_movelinear It just does the job so perfectly.
There is no way I could pick one, it's when they are used together to create something unique is when they are awesome. Here is a list of my favorite entities. logic_auto/relay/timer math_counter func_brush/door(+rotating)/tracktrain trigger_teleport/proximity/multiple info_teleport_detination I use these often for bigger, open-world maps. They allow maps be more dynamic. I can make most elements turn on/off randomly, predictably, move them around, make them reappear elsewhere, or show them under certain conditions. For example, you could make the flying crows model from L4D2 appear for a short period of time after someone dies in the area. That's beneficial for observatory players. I like to use trigger_multiple to play a creak sound at random when someone steps on something sensitive, like rusty metal stairs. Using func_brush , I can make air ducts or doors that turn on/off in long intervals to give players temporary shortcuts or access to new parts of the map. This makes maps very fun for players in RPG gamemodes. Allowing certain areas to be rarely discovered brings back the sense of exploration and wonder for players. I think I will just write up a megathread of ideas, design philosophies, and tips that I have on my mind. I'm just in that helping mood today for the facepunch mapping forum.
[QUOTE=Hostel;31386492] I think I will just write up a megathread of ideas, design philosophies, and tips that I have on my mind. I'm just in that helping mood today for the facepunch mapping forum.[/QUOTE] You should do that.
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