Ns Maps Compatible With Other Mods
Sancho
Join Date: 2002-03-30 Member: 365Members
<div class="IPBDescription">Please!</div> NS maps, as they should, work with other mods(with all NS specific entities ignored). However, I noticed that players get stuck in the readyrooms. I was wondering if, perhaps, the official maps could be updated in 1.1 to have a trigger_teleport behind the info_join_teams so that players can get out. That way, you could fire up your favorite NS map and play almost any mod with it. Imagine a big game of ns_bast HLDM <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The only problem I see is that, when a team is full, players can walk past the info_join_teams and use the teleporter. The solution would be to make an NS specific func_wall-type entity.
That, or simply make another version of each map that will work with other mods.
I guess its just up to the mapper...
What do you guys think? Not worth it? Am I dreaming too much?
lol, I guess I'm just a bit desparate...
That, or simply make another version of each map that will work with other mods.
I guess its just up to the mapper...
What do you guys think? Not worth it? Am I dreaming too much?
lol, I guess I'm just a bit desparate...
Comments
The only use an ns map would have was deathmatch that I can tell. Personally I don't pla on it but others might.
Heres a little tut on how to do all this:
<a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=45' target='_blank'>click here</a>
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I wonder, can you use this to add trigger_teleports yourself? In that case, nevermind.
A day or 2? LOL, it takes me about 20 minutes max to compile a map.
Heres a little tut on how to do all this:
<a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=45' target='_blank'>click here</a> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ok... but you're wrong.
This map: <a href='http://forums.dayofdefeatmod.com/forums/showthread.php?s=&threadid=72384' target='_blank'>http://forums.dayofdefeatmod.com/forums/sh...&threadid=72384</a> took me about 25 minutes to compile. Another map that I made that takes up the whole grid takes about the same ammount.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->