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Join One (or Two) Areas In De_weeds_casbah?
Rich Nagel
post 29/07/2012 - 09:23:04 |   Post #1
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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 (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)

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.



Download the map here:

http://www.17buddies.net/17b2/View/Map/822...eds_casbah.html

...and a screenshot of what I'm refering to is here:

http://cloud-2.steampowered.com/ugc/115317...A495B4538233D6/

Anyhow, what I'm wondering is, does anyone have the capability to connect the two areas marked as "1" in the above-linked overview map screenshot? Possibly with a tunnel or hallway connecting the two areas?

The two areas marked as "2" would also be nice if they were connected together in the same type of manner, but that one isn't really all that important (as there really isn't that much gameplay action in the area of the map to the right of the ">" arrow under the number "2"). Nevertheless, it would be nice if they were connected as well (using maybe a tunnel or hallway of sorts).

Note that I do not have the original ".map" file, but I *think* that I can decompile the ".bsp" using Nemesis' "BSP Viewer" utility (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif)



This post has been edited by Chapo: 29/07/2012 - 10:11:55
Reason for edit: added some 'post improvement'
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.:T:.Mr_White
post 16/03/2013 - 01:15:37 |   Post #2
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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.
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