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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 04/02/2013 - 11:36:31 |   Post #2
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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.

This post has been edited by .:T:.Mr_White: 04/02/2013 - 11:38:44
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