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With the recent TF2 SDK update...

Posted: Tue Jun 16, 2009 1:35 am
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.

Posted: Tue Jun 16, 2009 1:49 am
by Keychain
Good luck with that, someone needs to make a pl_2fort.

Posted: Tue Jun 16, 2009 1:50 am
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.

Posted: Tue Jun 16, 2009 2:11 am
by Keychain
Or as Fox had suggested, a plr_2fort!

Posted: Tue Jun 16, 2009 12:55 pm
by JerC
Nice,but the best coold be ctf_warpath.

Posted: Tue Jun 16, 2009 7:58 pm
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?

Posted: Wed Jun 17, 2009 4:10 am
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.)

Posted: Wed Jun 17, 2009 4:36 am
by Keychain
I'll try that out when I'm done playing BattleForge.

Posted: Wed Jun 17, 2009 4:40 am
by Nelson340
Keychain wrote:I'll try that out when I'm done playing BattleForge.
Would 10:00 PM Central time be okay?

Posted: Wed Jun 17, 2009 2:44 pm
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)

Posted: Wed Jun 17, 2009 3:58 pm
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.

Posted: Wed Jun 17, 2009 9:41 pm
by Keychain
I'm gonna try your map out now Nelson.

Posted: Wed Jun 17, 2009 9:44 pm
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.
Damn right

Posted: Thu Jun 18, 2009 2:54 pm
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.

Posted: Mon Jul 06, 2009 4:49 am
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: