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Help With Spawnpoints
Posted: 04 Jun 2009, 08:48
by davethewave
Hey everybody!
tehe, no but actually. I was just wondering if anyone knoews enough about map making to help me out. I'm looking to learn how to create spawn points that change as the blue team progresses, and so that the blue spawn moves forward. any help would be great, if you dont udnerstand the question let me know maybe i can explain a bit better
thanks in advance,
dave
Re: Help With Spawnpoints
Posted: 05 Jun 2009, 06:54
by GrimGriz
Head over to tf2maps.net and find the tutorial section.

Re: Help With Spawnpoints
Posted: 05 Jun 2009, 09:56
by captainAngry
Re: Help With Spawnpoints
Posted: 06 Jun 2009, 03:21
by davethewave
sweet guys, its for ctf, but i can get the idea of what needs to be done, i'll experiment with this a bit see if i can figure it out, maybe get it in the server for some 1 on 1 or something to see if it works properly?

Re: Help With Spawnpoints
Posted: 08 Jun 2009, 12:47
by Original
Hey Dave,
didn't see a thread for your pl map on the forum so I figured I'd just post here.
Also forgot the name of it so...
Anyway, I think it's a good start. I know some of the players weren't digging it too much but don't let it get to you too much. This really is more of a 'player' server than a 'mappers' server.
If you have it in a gametest at TF2maps it will be mainly mappers (so more forgiving of dev tex, play issues). captian is always happy to test maps but alot of players don't get the dev tex thing and whatnot.
Once you have it more finished and more polished the players here will enjoy it more.
-----------
My personal preference even as a mapper is NO DEV TEX. Honestly I don't think they help all that much with mapping, at least if you use stone and wood you get more of an impression of what it's gonna look like/where it's heading.
But that's my preference and alot of mappers don't share it. Of course I came from a game that had no dev tex.
Deffinately get the spawn doors figured out before next test. And if you want it tested at tf2maps they HAVE to work.
Apart from that I'd suggest putting a higher spawn exit for blu straight across from the current one. Then blu isn't controlled through one door or height dis-advantage.
I'd also put probably 2 side paths so either team can by pass the tunnel/bottom of hill after second point. That's a real bad chokepoint.
Also you might want to put some small brushes along the sides of the main path. They would be small buildings or something in the final, but for now they would just give players more nooks and corners to hide in/dodge bullets, etc...
Re: Help With Spawnpoints
Posted: 14 Jun 2009, 01:42
by davethewave
Wow i didn;t even see this.
Thanks a lot man i appreciate the input a bunch. I'm actually working on a ctf map that's almost done for some playtesting, i used dev textures just because it seemed easy, i agree they're ugly. I've tried to add a bunch more detail and lighting on this one just to get a better idea of what's up. Maybe if i put it on tf2maps, you can run around it and give me some feedback, i have a few things i'd actually like to ask another mapper if they think i should add it so let me know.
Cheers
Re: Help With Spawnpoints
Posted: 14 Jun 2009, 04:56
by Original
Yeah, I'll take a look.