[QUOTE=GardenFreeman;48593015]I extracted the models/materials from TF2 and put them in TF2C's models/materials folder. This method has worked 100% of the time with previous assets from TF2 to TF2C, but for whatever reason. Halloween models/materials tell me to go fuck myself :([/QUOTE]
the pumpkin models call to a texture that needs to be in the same folder as the models. it's fucked and stupid but that's how i got it working earlier.
as for my turning harvest into dm, my version of hammer refuses to compile the map due to some skybox issue, so i'm officially giving up.
TF2C mapper here, so I have finished getting my dm map to a workable state, but we don't exactly have a beta update planned yet so I have no real way to get it tested. Should I post it in the thread for the server owners to give it a try? It's about as finished as dm_wiseau (perhaps a bit more artpassed), and it's only about 3 MB.
[QUOTE=WhyNott;48593559]TF2C mapper here, so I have finished getting my dm map to a workable state, but we don't exactly have a beta update planned yet so I have no real way to get it tested. Should I post it in the thread for the server owners to give it a try? It's about as finished as dm_wiseau (perhaps a bit more artpassed), and it's only about 3 MB.[/QUOTE]
Can't really go wrong with more maps!
Okay so here it goes, [B]dm_axiomax_a1[/B]
[url=http://postimg.org/image/dadlj726f/][img]http://s7.postimg.org/dadlj726f/dm_axiomax_a10001.jpg[/img][/url]
[url=http://postimg.org/image/b736bj2dj/][img]http://s7.postimg.org/b736bj2dj/dm_axiomax_a10002.jpg[/img][/url]
[url=http://postimg.org/image/9tbjg8347/][img]http://s7.postimg.org/9tbjg8347/dm_axiomax_a10003.jpg[/img][/url]
[url=http://postimg.org/image/m9899ywg7/][img]http://s7.postimg.org/m9899ywg7/dm_axiomax_a10004.jpg[/img][/url]
[url=http://postimg.org/image/jgf1pxw3r/][img]http://s7.postimg.org/jgf1pxw3r/dm_axiomax_a10005.jpg[/img][/url]
[url=http://postimg.org/image/voo4n6eh3/][img]http://s7.postimg.org/voo4n6eh3/dm_axiomax_a10006.jpg[/img][/url]
[url=http://postimg.org/image/jhozjcxxj/][img]http://s7.postimg.org/jhozjcxxj/dm_axiomax_a10009.jpg[/img][/url]
[url=http://postimg.org/image/9lshxghjb/][img]http://s7.postimg.org/9lshxghjb/dm_axiomax_a10010.jpg[/img][/url]
[B]Download[/B]:
[url]https://drive.google.com/file/d/0B2EOPcRZDQCAZEYwa2phQnBNV3M/view?usp=sharing[/url]
if you have any feedback, feel free to go to my profile and leave me a profile message. Anything can help!
[QUOTE=MiyuLynx;48593471]the pumpkin models call to a texture that needs to be in the same folder as the models. it's fucked and stupid but that's how i got it working earlier.
as for my turning harvest into dm, my version of hammer refuses to compile the map due to some skybox issue, so i'm officially giving up.[/QUOTE]
Thanks, yeah I still can't figure it out. I'm giving up on it too.
[QUOTE=GardenFreeman;48594659]Thanks, yeah I still can't figure it out. I'm giving up on it too.[/QUOTE]
[t]https://i.gyazo.com/adba537be5763ea6b0322269751594d4.png[/t]
like this makes them show up with the proper textures
dm_badlands so far
[t]http://s18.postimg.org/o9pfb2azt/2015_09_01_00002.jpg[/t]
All that really needs to be finished is proper placement of spawns, pills, etc and fixing the lightmap + cubemap errors.
[QUOTE=Dr. Kyuros;48594842]dm_badlands so far
[t]http://s18.postimg.org/o9pfb2azt/2015_09_01_00002.jpg[/t]
All that really needs to be finished is proper placement of spawns, pills, etc and fixing the lightmap + cubemap errors.[/QUOTE]
Looks nice! The skybox texture you're using looks a bit odd, though.
I might be very late, but has support for climbable ladders been considered? Was always strange how TF2 was missing that feature, would be interesting to have as an option for future maps and/or remaking some TFC maps.
And since there's all this talk about soundsprays, I could make a tutorial for you peeps to give them [B]lipsync[/B] (since there doesn't seem to be a written tutorial to setup and use faceposer for TF2). Very straightforward once it's set up and it really makes them stand out.
There are climbable ladders in TF2c. They are currently used in DM_Wiseau and DM_2fort.
Can we get player collision in the DM mode, please? (Atleast a cvar for server administrators)
[QUOTE=robotnik185;48595139]I might be very late, but has support for climbable ladders been considered? Was always strange how TF2 was missing that feature, would be interesting to have as an option for future maps and/or remaking some TFC maps.[/QUOTE]
I always figured it was to emphasize class movements, more specifically like Scout's double jump, rocket and sticky jumping, and maybe the devs felt it was clunky and went with ramps.
[QUOTE=Trech;48595230]Can we get player collision in the DM mode, please? (Atleast a cvar for server administrators)[/QUOTE]
This, especially the cvar part for admins. Sometimes I like just bhopping around and no collision is better, but when playing slow I'd like collision.
I have been eating away on Hammer for the past few days making a DM map. Although I have used Hammer quite a lot, I have never attempted to make any maps with true gameplay. So I present to you...
[b]HARVEST HOLOCAUST[/b]
[b]a.k.a. dm_holocaust_a1[/b]
[t]http://i.imgur.com/cfpnR3G.jpg[/t]
[t]http://i.imgur.com/qPh66aC.jpg[/t]
[t]http://i.imgur.com/NbHm0J8.jpg[/t]
My first gameplay-oriented Source level, this map originally started out as a remake of E1L1 from Duke Nukem 3D but has grown (slightly) in size and has been tweaked for more wide open deathmatch gameplay.
This may seem amateurish and somewhat lacking right now, but the map is far from complete, and later builds will probably feature more areas to fight in. Open play testing will really help, constructive criticism is appreciated and any suggestions that will improve gameplay will be took into consideration.
Thank you to the Development Team, this mod has got me glued to my seat and is easily one of my favorite modifications ever, it is up there with Black Mesa, THUG Pro and Fistful of Frags, even if it is a work-in-progress.
[b]EDIT[/b]
Just wanted to share an overview of the map in case anyone is interested.
[t]http://i.imgur.com/sWXio1g.jpg[/t]
Please note that this image is taken from a slightly altered version of the map, I only replaced several materials (such as some dev / measure textures) with the nodraw texture, created a better skybox and slightly optimized several areas, other than that it is much of the same.
More screenshots
[url]http://imgur.com/a/etozi#7[/url]
Download
[url]https://www.dropbox.com/s/l2vvs54eopulyiw/dm_holocaust_a1.bsp?dl=0[/url]
[QUOTE=superbro11;48592505]Could you have Spy's Butterfly Knife to show blood which looks like's meet the spy's when you backstab someone?
For Example: Demoman's Bottle beaks when he delivers a critical hit on someone[/QUOTE]
That'd be a really neat feature
also
[url]http://tf2.gamebanana.com/skins/83181[/url]
[T]http://files.gamebanana.com/img/ss/srends/83181a.jpg[/T]
There you go
[QUOTE=superbro11;48592505]Could you have Spy's Butterfly Knife to show blood which looks like's meet the spy's when you backstab someone?
For Example: Demoman's Bottle beaks when he delivers a critical hit on someone[/QUOTE]
[QUOTE=Imacreep;48596308]That'd be a really neat feature
also
[url]http://tf2.gamebanana.com/skins/83181[/url]
[T]http://files.gamebanana.com/img/ss/srends/83181a.jpg[/T]
There you go[/QUOTE]
I would actually like this to.
[QUOTE=Imacreep;48596308]That'd be a really neat feature
also
[url]http://tf2.gamebanana.com/skins/83181[/url]
[T]http://files.gamebanana.com/img/ss/srends/83181a.jpg[/T]
There you go[/QUOTE]
I think the actual texture is in the SFM leak too
[QUOTE=chowder908;48596502]I would actually like this to.[/QUOTE]
What about a bloody bone saw after kill?
late but that chainsaw draw animation is absolutely stellar i love the menacing fist shaking he gives after it's powered up
edit: looking at it again it definitely needs to be smoother but still i think it's great
This mod has come a long way in a pretty short amount of time. It's starting to really flesh out. Keep up the great work, guys.
[t]http://images.akamai.steamusercontent.com/ugc/434950296020430185/1B6C65FA7E35B2AEC50707221AC77A9A92283AFC/[/t][t]http://images.akamai.steamusercontent.com/ugc/434950296020430425/00E2FECD23C9BBDCB5EE473F6F52F7BE906286AD/[/t][t]http://images.akamai.steamusercontent.com/ugc/434950296020430735/47C1FAC3B8979D49F8F56FB797B79CF7DDD3EA59/[/t]
By creating a tall and architecturally different object in a seemingly repetitive environment I've given the players a focal point that the map can revolve around, something different compared to other areas of the map that draws people towards it. (Not to mention these kind of things make great selling points.) Originally going to be a clock tower, and previously this hideous structure that only I will know it became a tall light house blended with a Japanese temple roof set to become this strange yet interesting beacon of interest. Basically landscape urbanism without the urbanism or the landscaping. :unimpressed:
[t]http://images.akamai.steamusercontent.com/ugc/434950296020430941/36D433769718EFFBEA06E400410DCAD0E415735C/[/t]
Also this shit is making disturbing amounts of visleafs. :magic101:
func_detail is your friend
Ideally, you want visleafs the size of entire rooms. [url=https://www.youtube.com/watch?v=qrKjmqD8NlA]This[/url] video explains it very well.
[QUOTE=Ott;48597915]func_detail is your friend
Ideally, you want visleafs the size of entire rooms. [url=https://www.youtube.com/watch?v=qrKjmqD8NlA]This[/url] video explains it very well.[/QUOTE]
In some cases sure but not in all cases, Larger rooms honestly should have more (not loads but enough that you're not rendering the entire room when you're only nearby).
What is everyone's opinion regarding max slot size for a Deathmatch server? 32 seems a bit too much and 12 to 16 seem just about right imo.
[QUOTE=GardenFreeman;48599438]What is everyone's opinion regarding max slot size for a Deathmatch server? 32 seems a bit too much and 12 to 16 seem just about right imo.[/QUOTE]
Depends on the map, but I'd say that 16 is good
[QUOTE=GardenFreeman;48599438]What is everyone's opinion regarding max slot size for a Deathmatch server? 32 seems a bit too much and 12 to 16 seem just about right imo.[/QUOTE]
Or the maps has to be bigger for this amount of players.
[QUOTE=GardenFreeman;48599438]What is everyone's opinion regarding max slot size for a Deathmatch server? 32 seems a bit too much and 12 to 16 seem just about right imo.[/QUOTE]
I'll say something about the mid point between Quake 3 Arena and Unreal Tournament.
I'm going to put the FragFrog server @ 16 slots for now to see how well it's received. I've also set the fraglimit to 60 from 75 since it's a lot less hectic.
[QUOTE]2:36 PM - Ethan: Digi
2:37 PM - Digivee: ?
2:37 PM - Ethan: My friend got hacked by a malicious TF2C server
2:37 PM - Ethan: be careful
2:38 PM - Digivee: does he know what server?
2:38 PM - Ethan: he forgot the name
2:38 PM - Ethan: but everything got locked onto an account
2:39 PM - Digivee: Thats odd..
2:39 PM - Ethan: his items are in [url]http://steamcommunity.com/id/amnesiccc/inventory/[/url]
2:39 PM - Ethan: an alt of [url]http://steamcommunity.com/id/internapdos[/url]
[/QUOTE]
I guess be careful? :rollout:
[QUOTE=Digivee;48600899]I guess be careful? :rollout:[/QUOTE]
Everyone should check their Source SDK Base 2013 Multiplayer directory for a hidden svchost.exe which is the virus.
I know that this exploit is as old as Source itself and wanted to ask if the Dev's are aware and plan to stop it in the future? This can severely harm the public's perspective of this mod if not addressed post haste.
Apparently the only suspect server is the fake vaultf4 server. It doesn't have any of the tags the others do and is hosted in a different region, according to vincentor.
[QUOTE]198.245.49.206:27085[/QUOTE]
While you're at it, try not to join any servers that look uneasy/shady.
The real VaultF4 ips are
[QUOTE]74.91.124.101:27025
24.142.137.45:27019
24.142.137.45:27017[/QUOTE]
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