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Nodraw.net

Nodraw.net - Source Engine Level Design Blog. Sorting winners from losers. By Andy "Velvet Fist, Iron Glove" Durdin. February 27th, 2012 Tutorials. In my TF2 king of the hill map koth skylab. I wanted an ending sequence that would use a trigger to set the losing team on fire. The usual way of distinguishing between teams in a trigger is to use a filter activator tfteam. It has a Team. An alternative property, Associated Control Point. When the Red team wins a round, the tf gamerules. I don’t really want ...

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Nodraw.net - Source Engine Level Design Blog. Sorting winners from losers. By Andy Velvet Fist, Iron Glove Durdin. February 27th, 2012 Tutorials. In my TF2 king of the hill map koth skylab. I wanted an ending sequence that would use a trigger to set the losing team on fire. The usual way of distinguishing between teams in a trigger is to use a filter activator tfteam. It has a Team. An alternative property, Associated Control Point. When the Red team wins a round, the tf gamerules. I don’t really want ...
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2 tutorials
3 resources
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5 8 comments
6 finding the winners
7 initially disabled
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9 activator
10 finding the losers
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articles,tutorials,resources,search for,8 comments,finding the winners,initially disabled,output to,activator,finding the losers,is filter mode,both teams,catch fire,final notes,33 comments,nope,read more…,sun spread angles,9 comments,by nineaxis,mapcore
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Nodraw.net | nodraw.net Reviews

https://nodraw.net

Nodraw.net - Source Engine Level Design Blog. Sorting winners from losers. By Andy "Velvet Fist, Iron Glove" Durdin. February 27th, 2012 Tutorials. In my TF2 king of the hill map koth skylab. I wanted an ending sequence that would use a trigger to set the losing team on fire. The usual way of distinguishing between teams in a trigger is to use a filter activator tfteam. It has a Team. An alternative property, Associated Control Point. When the Red team wins a round, the tf gamerules. I don’t really want ...

INTERNAL PAGES

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Nineaxis – Nodraw.net

http://www.nodraw.net/author/admin

Nodraw.net - Source Engine Level Design Blog. Hiding deep in a mountain lair, administrating Nodraw.net, this TF2 mapper seeks to spread enlightenment about the lesser known aspects of level design. In Defense of Turbine. 27 Dec 2010 in Articles. TF2: Density of Detailing. 14 Aug 2010 in Articles. TF2: What Your Map is Missing. 09 Jun 2010 in Articles. Welcome to Nodraw.net. 04 Oct 2009 in Uncategorized. Sorting winners from losers. Increasing bounce lighting with $reflectivity. In Defense of Turbine.

2

A look at the detail of TF2 Part 2: Goldrush – Nodraw.net

http://www.nodraw.net/2010/08/detail-of-tf2-pt-2

Nodraw.net - Source Engine Level Design Blog. A look at the detail of TF2 Part 2: Goldrush. By Timothy 'YM' Johnson. August 25th, 2010 Articles. Here is the second part in the series. I was looking to Goldrush a lot whilst making Hoodoo, it was the first official map I spent any length of time actually studying so a lot of the techniques I use are similar. You’re gunna get a pretty picture before the read more tag this time, aren’t you lucky? Well, not really. What’s the focus of this picture? Hey, It&#8...

3

Nodraw.net

http://www.nodraw.net/page/2

Nodraw.net - Source Engine Level Design Blog. TF2: Density of Detailing. August 14th, 2010 Articles. However, detailing for TF2 does not just end at keep the world static . Detail is carefully distributed and allocated in the world for certain reasons, scaling the amount of it to where it is located. I’m going to call this the density of detail. TF2: What Your Map is Missing. June 9th, 2010 Articles. Do you ever feel that your Team Fortress 2 map is just missing something? Stalling Players with Gates.

4

Andy “Velvet Fist, Iron Glove” Durdin – Nodraw.net

http://www.nodraw.net/author/velvetfistironglove

Nodraw.net - Source Engine Level Design Blog. Author: Andy "Velvet Fist, Iron Glove" Durdin. Posts by Andy "Velvet Fist, Iron Glove" Durdin:. Sorting winners from losers. 27 Feb 2012 in Tutorials. Dynamic Materials with Proxies. 03 Jan 2010 in Tutorials. Sorting winners from losers. Increasing bounce lighting with $reflectivity. In Defense of Turbine. A look at the detail of TF2 Part 5: Viaduct. A look at the detail of TF2 Part 4: 2Fort. A look at the detail of TF2 Part 3: Dustbowl.

5

Resources – Nodraw.net

http://www.nodraw.net/category/resources

Nodraw.net - Source Engine Level Design Blog. Sorry, but there aren't any posts in the Resources category yet. Sorting winners from losers. Increasing bounce lighting with $reflectivity. In Defense of Turbine. A look at the detail of TF2 Part 5: Viaduct. A look at the detail of TF2 Part 4: 2Fort. A look at the detail of TF2 Part 3: Dustbowl. A look at the detail of TF2 Part 2: Goldrush. A look at the detail of TF2 Part 1: Badlands.

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Nodraw.net - Source Engine Level Design Blog. Sorting winners from losers. By Andy "Velvet Fist, Iron Glove" Durdin. February 27th, 2012 Tutorials. In my TF2 king of the hill map koth skylab. I wanted an ending sequence that would use a trigger to set the losing team on fire. The usual way of distinguishing between teams in a trigger is to use a filter activator tfteam. It has a Team. An alternative property, Associated Control Point. When the Red team wins a round, the tf gamerules. I don’t really want ...

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