With the recent TF2 SDK update...

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Nelson340
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With the recent TF2 SDK update...

Post by Nelson340 »

...Has anyone done anything with it? In case you're wondering, various in-game maps have been converted to .vmf files so you can see how to map for various gamemodes.

I myself am working on ctf_dustbowl. Right now, it's in a pre-alpha stage. Here's what I've got planned:

*Alpine visuals
*RED's intel will be at Stage 2, Cap 1
*BLU's is at Stage 1, Cap 1
*Hopefully, optimization for 32-slot servers.
WIPs: CTF_Dustbowl for TF2. Or it would be if the files weren't messed up.
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Post by Keychain »

Good luck with that, someone needs to make a pl_2fort.
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Post by Nelson340 »

Keychain wrote:Good luck with that, someone needs to make a pl_2fort.
It would be epic to see 2fort with the turtling replaced with actual defense. And classes other than engy and sniper.
WIPs: CTF_Dustbowl for TF2. Or it would be if the files weren't messed up.
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Post by Keychain »

Or as Fox had suggested, a plr_2fort!
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Post by JerC »

Nice,but the best coold be ctf_warpath.
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Post by Keychain »

-=jerC=- wrote:Nice,but the best coold be ctf_warpath.
Yeah that's not exactly what we're talking about.
Today we're releasing an update to the Source SDK that includes the .vmf source files for many of the official TF2 maps. This is something we've wanted to do for a while, especially as we've been growing the range of game modes in TF. Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.
Warpath is not an official map, although I think it should be. It's a remake of the one in TFC, right?
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Post by Nelson340 »

That's correct.

In other news, I have completed the first alpha of ctf_dustbowl. If you wanna try it out, first download this file:

http://files.filefront.com/ctf+dustbowl ... einfo.html

and then boot up TF2 and type "connect 24.252.120.55" into the console. (WARNING: Only do this if you live in the eastern side of the US.)
WIPs: CTF_Dustbowl for TF2. Or it would be if the files weren't messed up.
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Post by Keychain »

I'll try that out when I'm done playing BattleForge.
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Post by Nelson340 »

Keychain wrote:I'll try that out when I'm done playing BattleForge.
Would 10:00 PM Central time be okay?
WIPs: CTF_Dustbowl for TF2. Or it would be if the files weren't messed up.
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Post by JerC »

I didnt even know it was from TFC,version that ive played are TF2 and HL2DM ones.(Yes,there are few ctf servers in hl2dm)
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Post by fug4life »

TFC warpath was good, epicenter is better (warpath is for scout rushing).

jc_coop_blueberry or w/e is on a version of the original warpath.

TF2 needs an avanti + flagrun +casbah tbh. And an original looking well.

also the wardens office map (dang cant remeber name) yard or whateva.

Infact all TFC classic maps are better than tf2.
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Post by Keychain »

I'm gonna try your map out now Nelson.
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Post by LinkNEO »

fug4life wrote:TFC warpath was good, epicenter is better (warpath is for scout rushing).

jc_coop_blueberry or w/e is on a version of the original warpath.

TF2 needs an avanti + flagrun +casbah tbh. And an original looking well.

also the wardens office map (dang cant remeber name) yard or whateva.

Infact all TFC classic maps are better than tf2.
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Post by Nelson340 »

fug4life wrote:Infact all TFC classic maps are better than tf2.
I can agree with this for 2Fort. Mainly because:

*You could cap.
*It wasn't a turtlefest.
*Classes other than sniper and engy were used.
*You didn't need an Ubercharge to get through chokepoints. One MIRV and they cower.
WIPs: CTF_Dustbowl for TF2. Or it would be if the files weren't messed up.
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Post by MOXron »

TFC Maps May have been good but the game play and classes were no where near as good as TF2.

TFC Maps in TF2 Game play would rock e.g. if valve Made TFC2. :twisted:
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