@ Stojke: Yeah, I didn't manage to make it work. Though what I tried to do was: 1.) Put info_player_start inside trigger_multiple brush. 2.) The trigger_multiple targets func_button* with info_player_start as master. 3.) A trigger_teleport around the info_player_start targeted to info_teleport_destination.
Great stuff! I've yet to only read through it, but when I eventually get the itch to map again, I will definetly take notes from this tutorial.
Regarding to reset each round for CS. If you can trigger it to reset or start through spawns; where everyone spawns outside the map in some box which triggers the multi_manager, then gets teleported to their original spawn points. That's at least what I do to trigger stuff each round.
Commented 12 years ago2012-02-26 01:10:47 UTC
in vault item: de_abandonedComment #19811
Played a few 2on2 matches on this map.
T gets almost faster to left bombsite than CT, and nade-spamming from the T spawn makes it easy for them to plant the bomb safely. Fun map though if you use AMXXMod with plugins that restrict you from buying more than 1 nade of each type.
Commented 12 years ago2012-02-26 01:03:25 UTC
in vault item: de_twhl2011Comment #19810
Very enjoyable map, though players rarely goes to bombsite A because of the narrow ways to get in. However, with some nade spamming through the window while everyone else tries to get in do help, though counter-nades usually does the trick against it anyway.
Yeah, I didn't manage to make it work. Though what I tried to do was:
1.) Put info_player_start inside trigger_multiple brush.
2.) The trigger_multiple targets func_button* with info_player_start as master.
3.) A trigger_teleport around the info_player_start targeted to info_teleport_destination.
But without any luck.
Regarding to reset each round for CS. If you can trigger it to reset or start through spawns; where everyone spawns outside the map in some box which triggers the multi_manager, then gets teleported to their original spawn points.
That's at least what I do to trigger stuff each round.
Source: http://twhl.info/forums.php?thread=17380
T gets almost faster to left bombsite than CT, and nade-spamming from the T spawn makes it easy for them to plant the bomb safely.
Fun map though if you use AMXXMod with plugins that restrict you from buying more than 1 nade of each type.
However, with some nade spamming through the window while everyone else tries to get in do help, though counter-nades usually does the trick against it anyway.
Nevertheless great work!
Anyways, I forgot to update the map; fixed a few bugs and added some new entities.
Enjoy, and happy fraggin'!
As most links are in FPSBanana. =\