teamfortress.com — Today we're releasing an update to the Source SDK that includes the .vmf source files for many of the official TF2 maps. Here's the list of included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro.
Jun 15, 2009 View in Crawl 4
bigbuttloverJun 16, 2009
Valve owns with a capital OWNS.
zip000Jun 16, 2009
I just started playing TF2 a few weeks ago. Man, is it fun...most of the time.I've found when you are on a team that doesn't work together it ends up being pretty frustrating. The only way to have fun then is to just not even try to cooperate and just do your own thing. Which still isn't as fun as being on a good cohesive team.I really wish there was some sort of single player option so that you can learn how to play the game before getting chucked in with everyone else though. I hate being the noob that builds his sentry in the wrong place or the sniper that gets killed within moments of getting in position.
centranJun 16, 2009
The problem I am think is that you will never be able to make it to the last point if it is in the intil room. It is just too far away and too narrow of a space. Maybe if you move the spawn to inside the other base when you are at the final cap but it is still a very small area to try and cap.
lucashendersonJun 18, 2009
On the contrary, Hammer is a combined modeling program and world editor. It is a mutant, disfigured fusion of an apple and an orange. The maps of many(perhaps even most) games are designed in programs such as Maya, 3dsmax, and the like. As I mentioned above, Halo is a perfect example. One program is used modeling terrain, as well as props; another is used for placing props, spawn points, and other game related things.
lucashendersonJun 18, 2009
No, this will cause serious graphics lag, as the game would be trying to render the entire level at once, like it does with all props, instead of just the areas you can see.
remmizJun 18, 2009
That's the thing though. You don't use hammer for modeling. You use it to place basic world geometry which is filled with high-poly models which are created in other editors. If you are making anything more complex than basic rectangles and squares in hammer, you are doing it wrong.
lucashendersonJun 19, 2009
As I said above, it was just an example. The source engine is not intended for just indoors. Take a look at half-life 2, episode 2. As I recall(it's been over a year since I last played), portions of that took place outside, in relatively open areas*. My overall view is that, that most any environment, be it indoors, or outdoors, can be designed faster in programs such as 3dsmax, maya, and others. But this is all beside my original point. Hammer doesn't allow for one to import terrain, buildings, etc, from these programs. I could argue on and on about why I think 3dsmax is better suited, and you could probably argue the same for Hammer. My original complaint is that Hammer(at least, the public version) doesn't give the designer a choice.* <a class="user" href="http://pcmedia.ign.com/pc/image/article/814/814872/gc-2007-half-life-episode-2-screens-20070822043813666_640w.jpg">http://pcmedia.ign.com/pc/image/article/814/814872 ...</a>Looking at that terrain, I have a seriously hard time believing that was done with hammer. In 3dsmax or Maya, I could create hills like that in seconds.
creepydudeJun 22, 2009
You just have to root around in the .gcf file to get them....Steam\SteamApps\team fortress 2 content.gcfAnd don't forget you need a program called GCFscape. Good luck!