Join One (or Two) Areas In De_weeds_casbah? |
29/07/2012 - 09:23:04 |
Post
#1
|
|
Group: Member Posts: 14 Joined: 25/09/2011 Team: Swamp Buzzards |
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'
|
|
|
05/02/2013 - 03:02:55 |
Post
#2
|
|
Group: Member Posts: 14 Joined: 25/09/2011 Team: Swamp Buzzards |
@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 (IMG:http://forum.17buddies.rocks/style_emoticons/default/smile.gif) 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. This post has been edited by Rich Nagel: 05/02/2013 - 03:07:14 |
|
|
Lo-Fi Version |
Skin © Chapo
|