Map General Thread (WiP's, Questions, Etc.)

Skorda

Twice the ruckus-raising productivity


SHIT MAN THE GAAAAAINS
A joke map made out of my_world_b5, my_world_repainted will ultimately be a retextured version of my_world_b5. Complete with new high-quality textures, new sounds and music, and dialogue changes, its gameplay will remain the same however.

The humor on this map is very crude and offensive, please, don't play it if you go on tumblr.
 

SampleName

The return.


SHIT MAN THE GAAAAAINS
A joke map made out of my_world_b5, my_world_repainted will ultimately be a retextured version of my_world_b5. Complete with new high-quality textures, new sounds and music, and dialogue changes, its gameplay will remain the same however.

The humor on this map is very crude and offensive, please, don't play it if you go on tumblr.
Try using this instead :


A joke map made out of my_world_b5, my_world_repainted will ultimately be a retextured version of my_world_b5.

The humor on this map is very crude and offensive, please, don't play it if you go on tumblr.
I can help with this shit. Give me anything and i memefy it for you to put it in the map. Kek
 
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rerun04

/rainbow abuser
Some Questions.

What things in hammer do i use to make trails?

how do i put them on the player?

motivator?

Is the breakable glass a plugin or do i put it in manually?

How big should i probably make the map?
 

Wave

It'll be fine
Senior Dev
Donator
Developer
  • What things in hammer do i use to make trails?
    • env_spritetrail
      • Consider to decompile a deathrun map to see how it works. (example: vsh_dr_newporkcity_v3_fix)
  • how do i put them on the player?
    • Use a trigger_once/trigger_multiple with this output
      • Output name: OnStartTouch
      • Target: <env_spritetrail>
      • Input: SetParent
      • Parameter: !activator
  • Motivator?
    • I'd guess it's just a func_tracktrain on path_tracks

  • Is the breakable glass a plugin or do i put it in manually?
    • func_breakable, I just had a look at 3 different maps and they all use the glass/glasswindow002a texture
  • How big should i probably make the map?
    • Again, decompile some maps to see their size
 

Frosty Scales

John Smiley from Syria
Senior Dev
Donator
Developer
Looking for a modeler to work on a small classified project (not a personal project, this is for the servers eventually)

Hit me up, you'll probably be rewarded in some way, and it shouldn't be a too hard to make this mode anyways.
 
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Skorda

Twice the ruckus-raising productivity

Only screenshot so far

szf_hauntedmansion is getting patched up as well as a re-theme, here's what's happening:

New ambience, shrieks, moans, and laughs now fill the halls.
Upper zombie spawnroom has been expanded and turned into an attic.
Luigi's Mansion portraits will be replaced with morphing & staring portraits, their irritating lights have also been removed.
Ditches the generic haunted house theme, now themed to The Haunted Mansion.
Leaks will be covered.
Possibly some new rooms, what's planned is an M.C Escher staircase and a graveyard.
A fair greeting at the beginning of every round.

Don't close your eyes and don't try to hide
 

Wave

It'll be fine
Senior Dev
Donator
Developer
How to disable fall damage and sound:
Mainly putting this here because I'll forget it again.
  1. Disabling fall damage
    • Create a filter_damage_type entity
      • Give it a name (filter_fall for example)
      • Set filter mode to Disallow
      • Set damage type to FALL
    • Create a trigger_multiple spanning the whole map (or spawns rooms)
      • Set "Delay Before Reset" to 0
      • Create a output:
        • Output Name: OnStartTouch
        • Target: !activator
        • Input: SetDamageFilter
        • Parameter Override: <Name of filter_damage_type>
  2. Removing (Overriding) the fall damage sound
    • Create a file named "<map name>_level_sounds.txt"
    • Saved it to your /tf/maps folder (alternatively: tf/custom/someFolderName/maps)
    • Code:
      "Player.FallDamage"
      {
      "channel" "CHAN_STATIC"
      "volume" "0.75"
      "pitch" "92,96"
      "soundlevel" "SNDLVL_NORM"
      "wave" "misc/null.wav"
      }
    • When packing: File path is just maps
    • File name needs to be update when the map is updated/renamed
AFAIK, there's no way to remove the screen shake that happens when landing
 

Sympathetic

Laughs at his own jokes
Developer
1. What exactly does a map need for gun game?

2. If szf map is set to survival mode, does it still need weapon pickups placed around?