There are actually more properties available for info_player_teamspawn than are listed here. If you look at the changelog for the Team Fortress Classic.fgd entity definition file at https://developer.valvesoftware.com/wiki/Team_Fortress_Classic.fgd there's a change which reads
"Removed TFCriteria and TFEffects5 from info_player_teamspawn and moved relevant properties to TFSpawnInfo."
I'm not sure what the owner of that comment considered relevant, but TFEffects5 includes things like...
and more, but those are the especially relevant ones I saw. These are all available and will work just fine on info_player_teamspawn, but since the TFEffects5 associated was removed in the .fgd they won't show up by default in mapping tools like JACK or TrenchBroom.
Commented 2 years ago2022-07-27 19:26:10 UTC
in journal: New Gift ModelComment #104690
Thanks. I don't know about putting a smile on her as the model was supposed to be easy for me to work with. And publishing the model would be dangerous since it can get to the wrong hands so I'm a bit sure that variations isn't needed. I also only planned on featuring her on my segments.
I was considering writing up an unofficial mini contest where people design a map from a written brief / walkthrough. Maybe I'll pitch that officially tomorrow.
Not bad for what I assume is an early attempt at mapping. It's a refreshing change to see a map with a nodegraph so at least the grunts actually engage the player. One thing I will say is that the rotating doors around the map are a little excessive, especially in the tighter interior spaces. These can get stuck on corpses and can make it tricky for the AI to navigate, even with great node placement.
Overall, design wise, it's very basic and the building interiors don't really resemble anything, besides perhaps the bar. However, that just throws into perspective how silent the map is outside of combat. It would be good to hear some ambience in the outdoor areas.
The map was a fairly easy, even on the Hardest difficulty. Giving the player almost full suit charge from the start makes the opening fights trivial and by the end I was decimating entire squads with explosives before they could get a shot off.
Also, something I see far too often is this issue with fences and ladders. Is suspect this is because it LOOKS correct in JACK, when actually it's wrong. You should use the Solid rendermode, not Additive.
Also, try making the fences func_illusionary so you and the grunts can actually shoot through it, and then use clip brushes to prevent the player and grunts walking through it.
Stick with it. I hope to see more maps from you in future, and seeing how your levels develop.
Commented 2 years ago2022-07-21 15:04:14 UTC
in vault item: Breakable rotating doorComment #104671
This is a fantastic idea! Could you upload an .rmf or a .map please? There's a lot of people on this site who use other editors than JACK (usually Hammer). I would really appreciate it. Again, great idea!
I assume this is your first map. First off, its very hard when you just get kicked in into battle, there are a bunch of enemies, makes this a very hard map. Second, the grunts rarely got stuck on a corner or they just sat there, wich is kinda cool. There are a lot of empty parts that make the map feel very eerie for some weird reason. Also, my health and shield drained very quickly, and since there is not a single trigger_autosave, you have to restart the whole map if you die.
Also, it does needs some city noises, things like cars, a street, etc...
I have merged the two vault items for this mod, to reduce the number of duplicates we have in the vault. The other post didn't have any comments so nothing was lost. You can edit this one when there's a new version. Unlike when you posted this, these days recently edited vault posts are shown on the front page so people will notice. I love the map pack, by the way, there are so many great maps that I couldn't find anywhere else
Commented 2 years ago2022-07-18 10:05:03 UTC
in wiki page: info_player_coopComment #104664
Every entity has the "Not in Deathmatch" flag, even info_player_deathmatch. Not every FGD has it for every entity, but you can still set the flag and the game engine will remove the entity from multiplayer games.
Commented 2 years ago2022-07-15 00:59:12 UTC
in vault item: Indoor Map PackComment #104658
I have added proper screenshots.
The three maps are identical, except cs_indoor has CTs starting with M4A1s and Ts starting with AK47s, m4a1_indoor has everyone starting with M4A1s, and ak47_indoor has everyone starting with AK47s.
Commented 2 years ago2022-07-13 21:37:56 UTC
in vault item: 1stabComment #104649
It does have lighting, but it's not a pretty map - first and foremost because of how you used lighting. If you can see stars in the sky the ground shouldn't be so bright: it's a disturbing combination, like it's day and night at the same time. And because there are no outer walls it looks like the whole map is floating in space.
I think this kind of map is usually called a 35hp map. Though in this map you have 37 HP.
If you look at the changelog for the Team Fortress Classic.fgd entity definition file at https://developer.valvesoftware.com/wiki/Team_Fortress_Classic.fgd there's a change which reads I'm not sure what the owner of that comment considered relevant, but TFEffects5 includes things like...
armorvalue (Armor Value %)
a_s (Add/Subtract shells)
a_n (Add/Subtract nails)
a_r (Add/Subtract rockets)
a_c (Add/Subtract cells)
ammo_detpack (Add/Subtract detpack)
no_grenades_1 (Add/subtract grenades #1)
no_grenades_2 (Add/subtract grenades #2)
I can give out the model through pm if someone's interested in it.
EDIT: Im very stupid is on your profile lol
Texturing — 1
Ambience — 5
Lighting — 2
Gameplay — 6
Here is a template:
Texturing — 6
Ambience — 0
Lighting — 6
Gameplay — 6
Overall, design wise, it's very basic and the building interiors don't really resemble anything, besides perhaps the bar. However, that just throws into perspective how silent the map is outside of combat. It would be good to hear some ambience in the outdoor areas.
The map was a fairly easy, even on the Hardest difficulty. Giving the player almost full suit charge from the start makes the opening fights trivial and by the end I was decimating entire squads with explosives before they could get a shot off.
Also, something I see far too often is this issue with fences and ladders. Is suspect this is because it LOOKS correct in JACK, when actually it's wrong. You should use the Solid rendermode, not Additive.
Stick with it. I hope to see more maps from you in future, and seeing how your levels develop.
gomlaxer
Texturing — 10
Ambience — 10
Lighting — 10
Gameplay — 0
To start the map in singleplayer mode with cheats on: and followed by or
Texturing — 5
Ambience — 6
Lighting — 8
Gameplay — 6
Also, it does needs some city noises, things like cars, a street, etc...
Edit: Jessie had the map, so I uploaded it. Thanks, Jessie!
The three maps are identical, except cs_indoor has CTs starting with M4A1s and Ts starting with AK47s, m4a1_indoor has everyone starting with M4A1s, and ak47_indoor has everyone starting with AK47s.
I think this kind of map is usually called a 35hp map. Though in this map you have 37 HP.