Via [url=http://store.steampowered.com/news/17094]the Steam store[/url]:
[quote=Valve]- Announcing the Maps Workshop Beta!
- Check out the [url=http://www.teamfortress.com/post.php?id=17092]blog post[/url] for more information
- Added bsp_repack command to repack a BSP file with optimal compression
- Maps uploaded to the workshop are automatically compressed
- Added tf_workshop_refresh command to recheck tracked workshop maps and refresh subscriptions
- Added tf_workshop_map_sync command to immediately install a map from the workshop by ID
- Added sv_allow_point_servercommand to disable point_servercommand entities. Defaults to "official" Valve maps only. Can also be set to "disallow" and "always".[/quote]
Rumor has it:
- [url=http://steamcommunity.com/workshop/browse/?appid=440&browsesort=trend§ion=readytouseitems][b]Here is a link to the new maps workshop[/b][/url]
- Maps that use commands to spawn stuff such as tr_walkway may be broken after this update as several people are reporting this is the case
- There was an item schema update late last week that erroneously changed the Strange quality name to "restriction" and Community to "map", [url=http://git.optf2.com/schema-tracking/commit/?id=be8cf78983234eaacbc94e95addf2867af5f6420&context=10]this was silently corrected in another item schema update[/url]
- Strings: [url]https://github.com/SteamDatabase/GameTracking/commit/e6ac72f4b822b54b448ba6a1f30608675a981261[/url]
- Deep-level stuff: [url]https://github.com/SteamDatabase/GameTracking/commit/97c7854705d9fc9b898b15605206a5dcc0a651a2[/url]
- Size is ~30 MB
about time
Fucking finally :v
Maps that use commands to spawn stuff such as tr_walkway may be broken after this update as several people are reporting this is the case. Chances are the intention was to prevent malicious maps from doing potentially nasty server-side stuff as is currently the concern with server operators on HLDS.
Still no Asteroid artpass
I'm convinced it's completely finished now and they're just waiting for a major update
I'm glad they finally added the map workshop, the TF2 team said they were working on it a long time ago. Hopefully we see more servers run custom maps now.
Finally, workshop support, time to upload my maps for everyone to enjoy with ease.
This is the best chance we'll have for new MvM maps.
Oh boy, another work shop from them to barely even use.
I mean, people already made a community map for tf2 back for ETOL, and they didn't use that either.
[QUOTE=Damoman;47864920]This is the best chance we'll have for new MvM maps.[/QUOTE]
how would the money distribution work? A percent on each global ticket seems overkill.
and 99% custom missions are really shit because (and it's not their fault) mappers have to learn alot of things about mvm population design/balance even ontop of their incredible mapping work. it's just so much work.
I was looking at the workshop page and see Snowplow
Glad to see TF2 is still the testing grounds for introducing things.
(I'm not.)
[QUOTE=Hell-met;47865222]how would the money distribution work? A percent on each global ticket seems overkill.
and 99% custom missions are really shit because (and it's not their fault) mappers have to learn alot of things about mvm population design/balance even ontop of their incredible mapping work. it's just so much work.[/QUOTE]
The smartest way to distribute funds would be to give a cut for tickets used on those custom missions. That way the money goes toward the people responsible for creating it instead of being a flat cut rate out of global ticket sales. This would require them to hold onto MvM ticket sales and track player usage on community-made missions. Effectively the payment would be after the ticket is used and not when it's purchased. How splits would work out between mapper and mission-designer would be up for debate, as it's wholly possible to design missions for existing maps without the mapper even needing to be aware (see: custom missions on official MvM maps). What that would mean is that it'd likely cut into Valve's portion of the standard 75%, which has actually been able to be cut into for a while now (creators can allocate a portion of Valve's 75% to go toward pre-approved helpful people, such as those who contributed helpful tutorials).
The most-likely way it'd work out, though, is that there would be a custom ticket specifically for that specific mission or pack of missions. Basically an event crate, as that makes it easier to track purchases at the time of purchase instead of at the time of use.
[QUOTE=Zadrave;47865450]Glad to see TF2 is still the testing grounds for introducing things.[/QUOTE]
But what about CS:GO's map workshop?
Can we have cp_snowplow now?
[QUOTE=Hell-met;47865222]how would the money distribution work? A percent on each global ticket seems overkill.
and 99% custom missions are really shit because (and it's not their fault) mappers have to learn alot of things about mvm population design/balance even ontop of their incredible mapping work. it's just so much work.[/QUOTE]
And despite all of those logistical and legal nightmares I still think it's the most likely way for more MvM content to be added.
Their mapping inaction and desire to turn community creations into revenue would win out. (Then again they haven't even created more tours from the last MvM batch sooooooo)
[QUOTE=DuckPyro;47865578]Can we have cp_snowplow now?[/QUOTE]
On the workshop, buddy c:
[QUOTE=Hell-met;47865222]how would the money distribution work? A percent on each global ticket seems overkill.
and 99% custom missions are really shit because (and it's not their fault) mappers have to learn alot of things about mvm population design/balance even ontop of their incredible mapping work. it's just so much work.[/QUOTE]
Honestly it would probably be best if Valve created their own missions for any MVM maps they buy.
Also I don't think you would have to pay out for each ticket, just do it the same way maps are now with buying the map for a set price (it's $7000 for maps from last I heard) plus put map stamps in the store to support map makers.
[QUOTE=Oizen;47864980]Oh boy, another work shop from them to barely even use.
I mean, people already made a community map for tf2 back for ETOL, and they didn't use that either.[/QUOTE]
You do know that you can subscribe to map without Valve adding it to the game?
[QUOTE=OfficerLamarr;47867606]You do know that you can subscribe to map without Valve adding it to the game?[/QUOTE]
That sounds cool, it really helps the average person who doesnt know where TF2maps are and etc.
And I could see it being useful for traders, downloading all the trade maps so you have them installed when you want to join trading servers. That really bugs me, wanting to join a server then having to download all the updates or new maps.
Servers should now be able to feature their own map collections so people can download their map rotation before launching the game
[QUOTE=Metaru;47868590]Servers should now be able to feature their own map collections so people can download their map rotation before launching the game[/QUOTE]
That's a good idea, both for regulars and occasional players that often seem to leave when they have to download a new map during the server's map change.
Won't quite prevent random joiners from still doing it almost always (maybe they're super conservative as far as the 'I only play the 3 official maps I know exist' mentality goes, maybe they just don't wanna wait for downloads), but it could at least help with server retention of players between map changes a little bit.
A player that's found the server by word of mouth or randomly can just ask whether they have a Workshop link of their custom map rotation on the server's Steam Group page, go there, click the link, DL the maps and then be ready and automatically updated for any future playing session on the server that features custom maps.
But who am I kidding, it's not like the vast majority of people these days actually favorite non-Valve servers and join their Steam Groups to be notified of when they're active or trying to fill up, not to mention their custom map rotations.
So where exactly does the workshop download the maps [I]to[/I]?
Because none of the maps I've subscribed to are in a place where the game can actually run them.
[QUOTE=Supreveio;47871462]So where exactly does the workshop download the maps [I]to[/I]?
Because none of the maps I've subscribed to are in a place where the game can actually run them.[/QUOTE]
Your steam apps folder.
C:\Program Files (x86)\Steam\SteamApps\workshop\content\440
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