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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 19/03/2013 - 13:17:12 |   Post #2
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yah.

CODE
{
"model" "*28"
"origin" "0 500 0"
"rendercolor" "0 0 255"
"renderamt" "255"
"rendermode" "4"
"material" "1"
"health" "1"
"classname" "func_breakable"
}


Might I add. If you plan on duplicating the brush over and over again. You may only view the duplicated brush one at a time, this is why I have my notepad out, so I may copy it and paste and move on to the next position. If you have 2 of the same model or brush it won't show up in BSPviewer. Only work on one at a time and paste your satisfied result in notpad that way you can keep track of your work and when your done, then go back and paste it all back into with BSPedit. Don't forget to delete the origin out of the original!

This post has been edited by .:T:.Mr_White: 19/03/2013 - 13:20:52
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