Beetle's Maps Thread

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Beetle's Maps Thread

by jbeetle » Mon Dec 26, 2011 7:18 pm

I, for the life of me, cannot find a tutorial on how to make a dodgeball map, but I tried. I hear there is a config file that must go along with it, but maybe that is just for the mod, not for every map. Anyway, a few of you were joking about making a wacky races dodgeball map. Well, I didn't exactly do that, but I've been working on a little project.
ph_cchotel_b3 - http://www.beetle.calculatedchaos.com/m ... tel_b3.zip

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TFDB BALLOON BATTLE B1
It is a balloon race dodgeball map. I will certainly have to adjust where the rockets spawn, but as of now I don't even know if I made the map right. So I guess I am asking if we can test it.

Thanks

PS. ( It is more like convoy, less like balloon race).
Last edited by jbeetle on Thu Jan 05, 2012 4:17 pm, edited 1 time in total.
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Re: Beetle's Maps Thread

by Failhorse » Tue Dec 27, 2011 11:17 am

Add me on steam I'll tell you how to do it. I'm at work so can't remember the name of the entity.

I'm pretty sure it's just an info_target entity with the names rocket_spawn_red and rocket_spawn_blue.
Use the normal Arena setup. Make sure to put the entities about 20 units away from anything solid.

I have a vmf file with all the logic required. I'll send it to you and you can just copy and paste it.
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Re: Beetle's Maps Thread

by jbeetle » Tue Dec 27, 2011 11:26 am

OK. It said I could not add you as a friend when I tried. Also, I just copied the entity setup from a decompilied tfdb map. The only thing is that the rocket entities might be a little too close to solids.
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Re: Beetle's Maps Thread

by Failhorse » Tue Dec 27, 2011 1:45 pm

Make sure the target entities are pointed in the right direction. There's a little line through them that shows which direction the rockets will go. Small rockets are fine if you're close. Nukes will just blow up when spawned.

And no stealing my secrets =o
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Re: Beetle's Maps Thread

by jbeetle » Tue Dec 27, 2011 3:17 pm

Failhorse wrote:Make sure the target entities are pointed in the right direction. There's a little line through them that shows which direction the rockets will go. Small rockets are fine if you're close. Nukes will just blow up when spawned.

And no stealing my secrets =o


can't steal your secrets without becoming your steam friend. that is common knowledge. :P

edit: oh disregard. I can steal your secrets now. friend accepted.
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Re: Beetle's Maps Thread

by fingerman » Tue Dec 27, 2011 6:12 pm

we also need a zf_wacky races
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Re: Beetle's Maps Thread

by mrpikmin2 » Tue Dec 27, 2011 7:12 pm

fingerman wrote:we also need a zf_wacky races

zf_gullywash. do it.
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Re: Beetle's Maps Thread

by jbeetle » Tue Dec 27, 2011 11:42 pm

fingerman wrote:we also need a zf_wacky races


tempting...but I don't make direct conversions like that. I build mine from scratch. so while maybe reminiscent of wacky races, it wouldn't be the same, sorry.
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Re: Beetle's Maps Thread

by fingerman » Wed Dec 28, 2011 7:05 am

jbeetle wrote:
fingerman wrote:we also need a zf_wacky races


tempting...but I don't make direct conversions like that. I build mine from scratch. so while maybe reminiscent of wacky races, it wouldn't be the same, sorry.


I can only upload maps to the server that look like or are the same format as wackyraces. Just ask failhorse.
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Re: Beetle's Maps Thread

by jbeetle » Wed Dec 28, 2011 12:52 pm

fingerman wrote:
jbeetle wrote:
fingerman wrote:we also need a zf_wacky races


tempting...but I don't make direct conversions like that. I build mine from scratch. so while maybe reminiscent of wacky races, it wouldn't be the same, sorry.


I can only upload maps to the server that look like or are the same format as wackyraces. Just ask failhorse.


:) Well it would be the same format, for sure. Staying on a vehicle while being chased by zombies sounds like a lot of fun to me.
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Re: Beetle's Maps Thread

by Failhorse » Wed Dec 28, 2011 4:01 pm

I'm thinking me and beetle should have a wacky races challenge. Both make maps and have the fun peoples vote on which is best. or cohesive or whatever :D
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Re: Beetle's Maps Thread

by jbeetle » Wed Dec 28, 2011 7:57 pm

I am down with that.
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Re: Beetle's Maps Thread

by Ninja » Wed Dec 28, 2011 8:16 pm

And then we make a server that is 100% only wacky races for finger.
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Re: Beetle's Maps Thread

by jbeetle » Thu Jan 05, 2012 4:20 pm

I added ph_cchotel_b3 to my map list. I just updated this map so that the terrarium "secret door" could not be kept shut, ruining the game. I also added some ammo, and readjust some props.

http://www.beetle.calculatedchaos.com/m ... tel_b3.zip

It's worth adding to the funserver :D

Here's what it looks like http://www.gamingmasters.co.uk/threads/ ... ta-1.3926/
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Re: Beetle's Maps Thread

by duck » Thu Jan 05, 2012 4:23 pm

ive played on this map before, its really good!
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Re: Beetle's Maps Thread

by Yalamix » Thu Jan 19, 2012 10:53 pm

Make the tfdb baloon race avaiable for download
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Re: Beetle's Maps Thread

by jbeetle » Fri Jan 20, 2012 12:34 pm

Yalamix wrote:Make the tfdb baloon race avaiable for download

I did. It's on the first page of the thread, right under the picture. It's been there since day 1 :P
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Re: Beetle's Maps Thread

by jbeetle » Tue Feb 14, 2012 9:47 pm

a Versus Saxton Hale version of my zelda map.

vsh_kakariko_b1
http://db.tt/ma44tlit
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Re: Beetle's Maps Thread

by TheMcGib » Wed Feb 15, 2012 1:33 am

man all these good ideas make me want to learn how to make maps...
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