Folks,
I recently uploaded a map that I had converted from Team Fortress Classic over to Counter-Strike. The map is one of the stock maps of TFC, "Casbah" (a.k.a. "Mideast"), and makes for some pretty fun bomb/defuse Counter-Strike games
After playing the finished map conversion for a while, I've realized/thought that it would be a lot more fun if a specific area (or two) of the map was joined to another.
Hi rich,
BSP2MAP
Not all maps will work but you could try this program and then open the .map file in hammer. I've played that map in dod,tfc and it wouldn't really be that hard to remake it, its kinda flat which makes it relatively easy.
I will have a looky, not making any promises.
Np, you could even get crafty and add models and sprites simulating a teleporter.
Actually, I was able to get it to work by adding the "trigger_teleport" as a point based entity.
Seemed to work fairly well too for the bots, after editing the bot NAV meshes to join the mesh near the teleport to the mesh near the teleport destination
You don't need an AAA brush to tie to an entity of any sort. Now if you wanted to say take a flag in a game and make it a capture are, then you would need some sort of func_nobuild or AAA brush which you can't insert without hammer right? That is right. However, if there are brushes that aren't being used or invisible brushes that are being used for say like spawn protection, or buy points in CS, you can duplicate those and manipulate them into other entities such as trigger_hurts, capture area's, trigger of events, and so forth.
I used this same method in dod_caen to where I was able to insert an extra flag in the middle caen and duplicated an invisible brush adding a capture area around the horse statue.
@Milburn,
Sorry for not replying to your old post... the forum didn't send me a reminder email, but it did when Mr_White replied.
Anyhow, all of this 'brush talk' is way over my head <grin>, but yes, I've successfully added point-based entities to a lot of maps that work just fine This for maps for CS/CS:CZ, as well as DoD.
Note though (as I'm sure that you know), a point-based entity will require the player (or bot) to pass DIRECTLY OVER (or through) the point... unlike a brush entity (from what little I understand about them), which can be an invisible model that encloses a large(er) area.
In other words, adding a point-based flag entity in DoD works great for quick/short duration single-man caps... but is fairly useless for two (or more) player cap areas (that require bit of time for the players to cap), as the players will need to hump the flag for a time in order to cap the area.
That is correct Rich but what I've been trying to tell you fellas is that you can copy and manipulate brushes in game, move them and rename them to almost any entity.
For example if I wanted a capture area over this flag instead of a point entity, I would open BSPviewer and BSPedit. Next I would check to see if the map has any capture areas or invisible brushes such as trigger_hurts. Once I find the brush I'm looking for, I copy it and paste it in word pad or note pad.
In BSPedit, i got the same brush I just copied and add this line to it:
"origin" "0 500 0"
This will move the brush 500 units in the y position. Save it and open BSPviewer, you will see the change you did. You have to start any invisible brush at the origin of "0 0 0" and move it manually. It's a bit of a pain in the ass but it allows you to create more in the map without actually editing the map with a world builder.
Ive made trigger_hurts with spawn protection. Capture areas, func_mortar fields, triggers of every sort. I've added a capture area around the horse statue and put a flag in dod_caen with the method mentioned above.
Ahhh... I think I'm now understanding what you're saying, thanks for the info!
So, if I've got this right, I could (as an example) use the following entity:
yah.
Folks,
I FINALLY got off of my butt and added teleporters to my "de_Weeds_Casbah" ("Team Fortress Classic" conversion) map, making it a helluva LOT more fun to play in Counter-Strike and Counter-Strike: Condition Zero!
Re: http://forum.17buddies.net/index.php?showtopic=13293
Proposed Changes: http://steamcommunity.com/sharedfiles/filedetails/?id=85913720
New Overview Map: http://steamcommunity.com/sharedfiles/filedetails/?id=302090299
Banner: http://www.17buddies.net/17b2/Btn/3/1/1/1/1/en/82262.png
Download: http://www.17buddies.net/17b2/View/Map/82262/de_weeds_casbah.html
Where can modified version be found? oO
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