Hey all! I made a guide for people looking to make a Deathmatch map on our official forums. If you really want to make your DM map shine within TF2C, this guide should help you out!
has anyone tried making harvest into a DM map?
Would it be possible to port some of the older artpass maps that weren't accepted by Valve? I feel like a few in particular could fit in well, Acegikmo's in particular
but i think you've got something nice going so far, my first thought is that the intro part with all the dates kind of drags on for a while, but i suppose it's kind of necessary if you want it to match up with the pacing of the music
also side note: it struck me a bit ago that the old lowpoly model pack would work seamlessly with this mod considering there's no cosmetics that the devs would need to ensure are compatible
I've been thinking. Since there is a Deathmatch mode, what about making a Duel mode? Where people 1vs1 while others watch.
Could you have Spy's Butterfly Knife to show blood which looks like's meet the spy's when you backstab someone?
For Example: Demoman's Bottle beaks when he delivers a critical hit on someone
as for my turning harvest into dm, my version of hammer refuses to compile the map due to some skybox issue, so i'm officially giving up.
TF2C mapper here, so I have finished getting my dm map to a workable state, but we don't exactly have a beta update planned yet so I have no real way to get it tested. Should I post it in the thread for the server owners to give it a try? It's about as finished as dm_wiseau (perhaps a bit more artpassed), and it's only about 3 MB.
Okay so here it goes, dm_axiomax_a1
if you have any feedback, feel free to go to my profile and leave me a profile message. Anything can help!
I might be very late, but has support for climbable ladders been considered? Was always strange how TF2 was missing that feature, would be interesting to have as an option for future maps and/or remaking some TFC maps.
And since there's all this talk about soundsprays, I could make a tutorial for you peeps to give them lipsync (since there doesn't seem to be a written tutorial to setup and use faceposer for TF2). Very straightforward once it's set up and it really makes them stand out.
There are climbable ladders in TF2c. They are currently used in DM_Wiseau and DM_2fort.
Can we get player collision in the DM mode, please? (Atleast a cvar for server administrators)
I have been eating away on Hammer for the past few days making a DM map. Although I have used Hammer quite a lot, I have never attempted to make any maps with true gameplay. So I present to you...
My first gameplay-oriented Source level, this map originally started out as a remake of E1L1 from Duke Nukem 3D but has grown (slightly) in size and has been tweaked for more wide open deathmatch gameplay.
This may seem amateurish and somewhat lacking right now, but the map is far from complete, and later builds will probably feature more areas to fight in. Open play testing will really help, constructive criticism is appreciated and any suggestions that will improve gameplay will be took into consideration.
Thank you to the Development Team, this mod has got me glued to my seat and is easily one of my favorite modifications ever, it is up there with Black Mesa, THUG Pro and Fistful of Frags, even if it is a work-in-progress.
Just wanted to share an overview of the map in case anyone is interested.
Please note that this image is taken from a slightly altered version of the map, I only replaced several materials (such as some dev / measure textures) with the nodraw texture, created a better skybox and slightly optimized several areas, other than that it is much of the same.
late but that chainsaw draw animation is absolutely stellar i love the menacing fist shaking he gives after it's powered up
edit: looking at it again it definitely needs to be smoother but still i think it's great
This mod has come a long way in a pretty short amount of time. It's starting to really flesh out. Keep up the great work, guys.
By creating a tall and architecturally different object in a seemingly repetitive environment I've given the players a focal point that the map can revolve around, something different compared to other areas of the map that draws people towards it. (Not to mention these kind of things make great selling points.) Originally going to be a clock tower, and previously this hideous structure that only I will know it became a tall light house blended with a Japanese temple roof set to become this strange yet interesting beacon of interest. Basically landscape urbanism without the urbanism or the landscaping.
Also this shit is making disturbing amounts of visleafs.
What is everyone's opinion regarding max slot size for a Deathmatch server? 32 seems a bit too much and 12 to 16 seem just about right imo.
I'm going to put the FragFrog server @ 16 slots for now to see how well it's received. I've also set the fraglimit to 60 from 75 since it's a lot less hectic.