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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Converting cs_crystal_lake to TTT
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Author Topic: Converting cs_crystal_lake to TTT  (Read 3986 times)
Naticus
Poster

Posts: 3


« on: October 11, 2010, 01:52:34 PM »

Hello all,

I'm new to this forum and new to TTT.  I've recently released a map called cs_crystal_lake and i've had several requests to make a version that will work with TTT. 

Here is a link to the map:  http://www.fpsbanana.com/maps/146360

It is a traditional CS:S hostage rescue maps with 4 hostages.  The CTs start on one side of the map and the Ts on the other.

My primary questions are related to setting up the TTT map entities. 
1.  What type of spawn points should I add.  Should I have them all start in the same place?

2. What other TTT specific entities will I need in the map? 


Any help is greatly appreciated!
Tannerbondy
ZM2 Developer
*****
Posts: 7547



« Reply #1 on: October 11, 2010, 02:15:48 PM »

Spawnpoints
The spawnpoint entity people tend to use is info_player_deathmatch. Technically other spawn ents will work equally well, but there's little reason to use them over that one. Do not use info_player_start, though.
Griming tomb
Poster

Posts: 3


« Reply #2 on: October 11, 2010, 07:42:53 PM »

The map crashes gmod for me
Naticus
Poster

Posts: 3


« Reply #3 on: October 12, 2010, 12:48:47 PM »

Yeah, I heard from someone else that the map crashes Gmod.  Unfortunately, I don't know enough about Gmod to understand what might be causing this.  Is there anything in typical CS:S maps that might crash Gmod?  It could be anything from, prop types to spawn entities, hostage entities, soundscapes, skyboxes, fire, dev_water....

Anyone know what might be the culprit? 
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4 on: October 12, 2010, 01:09:55 PM »

Anything that exists in the standard CS:S maps won't be the cause. People have also been playing all kinds of custom maps for CS:S, HL2DM, etc. in gmod without problems. So it would have to be something non-standard.

Regarding the original questions:
1) CS:S player spawn entities will work fine in TTT.

2) Weapons and ammo, I suppose. There is a bunch of mapping information on this page.

In general though, as long as your map loads, people can create a so-called "re-arm script" for TTT that defines weapon and ammo placements as well as spawnpoints. This means you won't actually need to modify your map at all, anyone can create a script to make it TTT-playable in about 15 minutes. Of course, all this does require the map to load without crashing.
Naticus
Poster

Posts: 3


« Reply #5 on: October 12, 2010, 02:12:39 PM »

In CS:S (orange box), there have not been any reported crashing issues with the map.  There must be something different about the way Gmod interfaces with the bsp file.  I guess it is time for me to finally buy Gmod and take a crash course in learning the game and how it works. 

Hopefully there is someone else out there who has had a similar issue.  There is lots of embedded content in the map so that might also be the cause.  I'll keep you all updated on my progress.
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