Team Fortress 2

Team Fortress 2

Watchpoint Gibraltar
Mat2 30 Aug, 2016 @ 2:23am
Why is this custom made?
Why is it so hard to port actual maps? They ported weapons and characters to SFM so why would it be so hard to port maps?
Last edited by Mat2; 30 Aug, 2016 @ 2:23am
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Showing 1-7 of 7 comments
Serbian Hammer  [developer] 30 Aug, 2016 @ 4:47am 
Go research mapping and game engines a bit and you'll find out
BussDee 23 Sep, 2016 @ 8:23am 
print it in 3D and rescan it should work ... if you spend the money ... :D
Great work! I would love to see this textured.
Stethr1 27 Nov, 2016 @ 12:16am 
The characters are just models. The maps aren't one model, they're a whole collections of various data. TF2 maps can be ported since SFM and TF2 are both source.
Are you 12?
Every map needs a base on its bsp to build upon. If you just port the map models and put them on a map, as soon as you spawn, you will fall to the void. You need to build brushes as a base, then add assets on top of it. It would be easier to build from scratch than trying to port the map as it is from Overwatch. Also, Somethings may not work if ported directly (prop scale vs player size etc)
Last edited by ★★★ SF-PRO ★★★; 2 Jun, 2017 @ 4:37pm
because dev maps are fun XD
noelle from deltarune (Banned) 7 Sep, 2017 @ 5:46pm 
Considering that most modern games have maps that are made up of mostly models, if porting would work, the map would look awful.

Source doesn't really like models well when they're used for too much detail, which is why everything looks ♥♥♥♥♥.



Source sucks.
Last edited by noelle from deltarune; 7 Sep, 2017 @ 5:47pm
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