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TF2 Prefab pack
Author: Tim "Youme" Johnson
Designed simply to make detailing your map just that little bit easier, feel free to use where ever you please. You can use them straight out of the box or tweak them once you've placed them, just degroup them or hit the 'ig' button to select individual parts. I've even included several that have come straight out of my own map, pl_hoodoo (most noticably the hoodoos, which take several minutes to make, but you get them for free!)
Copy all the .vmf files into this location:
Then simply open hammer set to TF2 and use the entity tool on the prefab setting (right hand side of the screen there is a drop down box just above the entity list, set that to prefabs to see the list then set it back to entities to use standard entities again)
* Corner crates - Crates stacked in a right angle arrangement
* Drums with handtruck - Two iol drums with a handtruck under one
* Cactus and spikeplant notsolid - Cactus and a spikey plant, both nonsolid (good for out of bounds detail)
* Metal door (func detail) - The metal door texture with a frame, really easy to just 'stick' onto a wall
* Metal hatch - Metal door texture used to look like a hatch
* Lightbulb - Lightbulb prop with an env_sprite and a point_spotlight
* Health+ammo pair small - Healthkit and ammo pack pair
* Health+ammo pair medium - Healthkit and ammo pack pair
* Health+ammo pair large - Healthkit and ammo pack pair
* Resupply locker (requires rename) - Resupply locker with resupply trigger brush, if you use more than one you will need to rename them sequentially
* Truck with new texture - The dumptruck from hydro with a displacement over its original cargo, good for filling with gold
* Telegraph pole (with wire) - Telegraph pole with three keyframe_rope entities at the top, simply place a load down and string them together
* Wire spool with oilcan and boxes - A spool of wire with an oilcan on top and some cardboard poxes by their side
* Gold filled cart - Mining cart with a displacement over the top with the gold texture
* Double flourescent light with light brush - Two flourescent lights end to end with a texture light over their length
* Flourescent light with light brush - One flourescent light with a texture light over its length
* Computer bank - Three wall mounted computers with a frame, easy to add more or take some out
* Tall hoodoo - A columnar stack of rock
* Small hoodoo - A columnar stack of rock
* Two medium hoodoos - Two columnar stacks of rock
* Window with bent metal shutter - Brushwork window with a displacement shutter
* Destroyable barrel - Physics prop wooden barrel that shatters when shot enough
* Winch with bucket - Wooden crane with two wire entities and a bucket on the end
* Double door with frame and step - Double wooden door props properly aligned and given a frame, line the brushes up and the models are already done
* Tool rack 1 - A rack with shovels and a hardhat
* Tool rack 2 - A rack with a pick and shovel
* Chimney with dustbowl smoke - Chimney prop with a paticle system that makes whispey smoke
* Skybox smokestack with smoke - Skybox smokestack prop with the particle system to give it thick smoke
* Spytech desk scene - Spytech desk with two chairs a TV, phone and some files
* Office door (func_detail) with intercom - The office door texture put onto brushwork with an intercom by the side, great to 'stick' onto a wall
* Glass spytech door - The large glass door seen in the intel room in 2fort
* Fire extinguisher alcove - Fire extinguisher in its case with a template wall
* Prop window with metal shutter (open) - A prop window with a brushwork metal shutter at the top
* Prop window with metal shutter (closed) - A prop window with a brushwork metal shutter covering the whole thing
* Metal vent - Small box with the metal door texture aligned so it looks like a junction box
* Bent metal pannel - A bent pannel (displacement) good for sticking to the side of buildings
* Bent metal pannel 2 - A bent pannel (displacement) good for sticking to the side of buildings
* Hanging farm light - A hanging light with point_spotlight and light_spot
* Hanging spytech light - A hanging light with point_spotlight and light_spot
* Bent roof pannel 1 - A bent pannel (displacement) good for sticking to the rooftops of buildings
* Bent roof pannel 2 - A bent pannel (displacement) good for sticking to the rooftops of buildings
* Bent roof pannel 3 - A bent pannel (displacement) good for sticking to the rooftops of buildings
Pros: Great, very useful. I like how the majority of them are primatives put together will, to keep people from resorting to annoying custom models (ie. the gold cart).
Cons: The ease of use has made my levels cluttered :P
Improvements: Make more!
I always hated having to copy-paste the more difficult, prop-less brushwork from stock maps (i.e. the glass door). Maybe make a prefab for the end of payload maps (dynamic props and their inputs, particle effect, env_shake)?
Pros: This should help a lot of newbie mappers detail their maps well, it's a good starting place. Also lets experienced mappers create some common detail pieces multiple times easily, no more having to recreate the gold-filled cart in every map.
Cons: Could lead to generic prop arrangements.
Improvements: Could use some more detail pieces and simpler variations (such as just the 2fort desk, no chairs or extra props).
Notes: Great resource and tool, should be greatly beneficial to the mapping community.
Pros: Looks really nice. Could really help people learn how to detail their maps well in fthey don't have all of the necessary skill. Should help amateur mappers get better at detailing and we should see more detailed maps.
Cons: My only worry about this is that it'll make us end up with more genericly detailed maps with less interesting detail.
Wow this was very helpful! These prefabs look great in the game and have realy helped me a lot in mapping! I would reccomend this to any serious mapper that would like to make their maps more visually appealing to the eye of the players.