
Up to now
Up to now
I've come a long way on my map up to now, however, I'm trying to make it a TDM friendly map. I created the team spawn points with "team_CTF_blueplayer" and "team_CTF_redplayer" and I have placed them on the opposite sides of the room, but for some reason when I load the map it quits and says "Cannot find spawn point." even though I have set them correctly and made sure they are inside the map. A little help? 

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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Sounds like you put in only team based spawns into the map and are trying to load it in something like DM where there are no spawns.
I would suggest three things:
1.) When going to play in single player mode on the map-selection screen choose Skirmish or h/e it's spelled and pick TDM gametype and any compatible map. After that loads bring down the console and /map your way to your tdm map so it loads up in TDM mode.
2.) Place a info_player_start in the map so you can spawn when testing in a single player gametype.
You could also make a .arena file for the map and set the gametype to TDM there but I'm the lazy type who would just do the second option and hope others would do the same. Don't follow in my footsteps though. It's a bad habit.
I would suggest three things:
1.) When going to play in single player mode on the map-selection screen choose Skirmish or h/e it's spelled and pick TDM gametype and any compatible map. After that loads bring down the console and /map your way to your tdm map so it loads up in TDM mode.
2.) Place a info_player_start in the map so you can spawn when testing in a single player gametype.
You could also make a .arena file for the map and set the gametype to TDM there but I'm the lazy type who would just do the second option and hope others would do the same. Don't follow in my footsteps though. It's a bad habit.
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- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
this isn't a serious solution to team spawn locations in tdm, but it'd be alright for a gimmick:
http://upload2.net/page/download/Lsp4VD ... s.zip.html
it took longer to find the free host (which is awful, soz) and make this post than it did to make the map - i saved it as .map from quark, hopefully it's readable in radiant.
to use the example, start up with g_gametype 3, map tdm_spawns - then jump off the platform into the blue and red wedges - you should appear on the plinth of whichever team you joined.
if you spawned people in a collection of 'spawnboxes' outside the map then you could teleport them into the map at team-specific locations. the boxes could be unlit/uniformly textured/shadered and the doors/walls in the boxes could be slick/noimpact/invisble/etc to minimise the effect on the player's experience. players would spawn directly above the door wedges and almost immediately be teleported into the map.
i think q3 will randomly select one of a bunch of teleporters with the same name - but you could have a spawnbox for each entry point in the map, then the regular logic that allocates spawn points could be used.
i made a big mistake in the example map, if anyone's interested then i'll fix it, make a proper 'spawnbox' and find a proper host. the mistake is that there's only one wedge for each colour. it should be a V shape or something like that - so players spawning immediately after each other in the same box have less chance of reaching the other team's destination.
http://upload2.net/page/download/Lsp4VD ... s.zip.html
it took longer to find the free host (which is awful, soz) and make this post than it did to make the map - i saved it as .map from quark, hopefully it's readable in radiant.
to use the example, start up with g_gametype 3, map tdm_spawns - then jump off the platform into the blue and red wedges - you should appear on the plinth of whichever team you joined.
if you spawned people in a collection of 'spawnboxes' outside the map then you could teleport them into the map at team-specific locations. the boxes could be unlit/uniformly textured/shadered and the doors/walls in the boxes could be slick/noimpact/invisble/etc to minimise the effect on the player's experience. players would spawn directly above the door wedges and almost immediately be teleported into the map.
i think q3 will randomly select one of a bunch of teleporters with the same name - but you could have a spawnbox for each entry point in the map, then the regular logic that allocates spawn points could be used.
i made a big mistake in the example map, if anyone's interested then i'll fix it, make a proper 'spawnbox' and find a proper host. the mistake is that there's only one wedge for each colour. it should be a V shape or something like that - so players spawning immediately after each other in the same box have less chance of reaching the other team's destination.