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Team Fortress 2 SDK Update Includes Source Files For 10 Maps

Valve recently announced on the Team Fortress 2 blog that they are releasing the source files to 10 of the game's maps, making it much easier for fans to customize them. They also said they'd be releasing more source files for maps and models in the future. "Here's the list of maps that are included in the update: Lumberyard, Ravine, Badlands, Dustbowl, Granary, Gravelpit, 2Fort, Badwater, Goldrush, and Hydro. For the beginner map makers out there, we hope this gives you an easier entry point by allowing you to alter or edit an existing map, as opposed to being forced to start from scratch. ... We also hope that it'll reduce the amount of confusion around the game logic and entity setup required for the various TF game modes."

8 of 52 comments (clear)

  1. I loved this by Lifyre · · Score: 4, Interesting

    I remember when I was making maps for CS:S many years ago having the source for one of the maps was awesome. Everyone liked dust but I wanted to add some variety and put a sewer and such in. It makes it real easy for someone to make variations of a fun map so it isn't the same thing every go round.

    Hell I've been told by friends that still play CS:S there are variations of my maps still being played, which is kinda sad honestly.

    --
    I'll meet you at the intersection of "Should be" and "Reality"
    1. Re:I loved this by icsx · · Score: 4, Insightful

      It's good thing that Valve supports the community and shows how they do things. People can learn by just opening the vmf files. In the past they had to decompile the original maps with vmex software but the decompile wasn't always 100% correct. Some Areaportals and such were left off.

      Beginners mappers will do mostly remakes as it's rather easy but not all of them are interested of doing something original. These just released files are more inportant to the people who already know some mapping and perhaps have made some work of their own already. Only problem there now will be is the countless remakes of their maps. Some people do not see the problem in this but as a guy who runs TF2 servers or plays a lot of custom made maps, i can safely say that 95% of the remakes will be crap, won't be played on many servers and will have only minor fixes. As the map sizes are somewhat 30-50MB, it's also kind of pain to download the countless remakes since some servers do not provide fast downloads to their maps in-game.

      There are some successfull remakes of the original maps too, which incorporate separate game modes. For example Dustbowl was made to Payload map and it is quite successfull. I could see how Granary would become a nice Payload Race mode map with the hands of someone.

  2. Coming soon... by Anonymous Coward · · Score: 5, Funny

    Another three hundred derivative and mostly unoriginal versions of 2Fort, including at least one where every texture is porn.

  3. Re:And nothing for the 360 by Canazza · · Score: 3, Informative

    There are multiple reasons for not getting things on the X-box

    1) Valve like giving things away for free. MS don't. There is a limit to what MS constitutes as a 'patch' and what is DLC. MS practically force DLC to be pay-for (I think devs get 1 or 2 free DLC's)
    2) X-box is a horrible environment for running the Hammer Editor (what is used to make Source Maps) - hell, it's quite clumsy on the PC (It's by no means the worst, but for my money UnrealED was always the easiest to use) They would have to develop a version that works using Console controls
    3) The sources for maps are also Huge. Downloading/storing them on your XBox where they're just going to sit and take up space that could be used for something decent is just silly.

    --
    It pays to be obvious, especially if you have a reputation for being subtle.
  4. How about releasing the code? by anomnomnomymous · · Score: 3, Interesting

    How about they start to release the code so proper modifications can be made? I find it quite strange that TF2 (after a few years), still hasn't released any of their code so people can start properly modding the game. Whereas there's a sortof other way to go about it (by using a plugin, called SourceMod), but using that is still severely limiting the possibilities to what you can do.

    I find it quite strange how Valve, who can only be praised for their open attitude towards the modding community in their previous games, has now so severely shut down their latest games on these fronts (Don't misunderstand me; I'm a leveldesigner myself, and -love- their support they've been giving me for both TF2 and L4D), and find it odd that no clear answer on this question has yet been given.

    Some of my own speculation of why they aren't releasing the mod-source for both TF2 and L4D are:
    - The stats/achievement thing: I can imagine someone with access to the source would be able to make a certain mod which can fool the stats/achievement system, and as such someone can 'cheat': For myself, I don't put too much pleasure in unlocking them that way, but I can see how people would to cheat with enhancing their E-peen (so imo, a half-valid option).
    - Afraid of people actually creating new content that can rival their next product: This is especially the case with L4D, whereas I can see that some of the things they're talking about in releasing in L4D2, has been stuff that me and a couple of my mates have been planning to actually do with L4D (but got severely disappointed at not seeing the source released). If this is one of their motivations behind this move... I can only be very disappointed.
    - Valve considering the HL2-source to be enough to release to the public, as in the end, simply said, TF2 and L4D are only enhanced modifications of the Source-engine. Again, if this would be the case, I severely disagree, as L4D has several components which are fairly unique to that game, but beg to be enhanced/explored in modifications.

    As noticed before, I'm a leveldesigner myself, so not too much into the whole coding-bit: But since the release of L4D we've been planning a certain mod/total modification for it, which is not possible to recreate using the SourceMod-plugin, and would even be more fudged up to create from scratch.

    Other than that, the tools and documentation that they -did- release for the mapping community, is excellent, and a great help.

    --
    When you shoot a mime, do you use a silencer?
  5. Re:And nothing for the 360 by FOOSE · · Score: 4, Informative

    http://www.tf2.com/post.php?id=2394

    "The XBox 360 update is still being worked on. If you're wondering what's taking so long, since the content is "done" on the PC already, it's mostly been around fitting it all onto the XBox. The original version of TF2 in the Orange Box was very close to the XBox's memory limit, and all the additional TF2 content we've produced has pushed well beyond it."

  6. Re:And nothing for the 360 by Anonymous Coward · · Score: 2, Insightful

    Console people have seriously got to get off their high horse of "if the PC guys have it, WE MUST HAVE IT!".

    Editing a map with thumbsticks? Just who do you think you're kidding? Really. Have you ever even made a map?

    It's a simple matter of what works on the system. PCs make games, so they're pretty good at making maps too. Consoles are great for playing games, but they don't make the best platform to develop on. Right tool, right job. Try not to mix that up.

  7. Re:And nothing for the 360 by Dan667 · · Score: 2, Informative

    Right tool for the job is a PC for playing games too.