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Posted (edited)

An idea that I've had today:
Rectangulars in the size of the spawnkill areas created via ETPRO mapscripting.
3D or only the floor area.

Edited by nUllSkillZ
Posted

Hi,

can you elaborate a bit more? Do you mean having textures directly inside the map? because as of today the sk areas are already integrated to levelshots, i.e command map and limbo menu

Thanks

  • nUllSkillZ changed the title to Idea to create rectangulars for the Spawnkill areas via ETPRO mapscripting
Posted (edited)

Yes, that's what I have had in mind.

A rectangular that represents the no spawnkill area.
Might be to destracting.

I'm not sure if there are parameters which define which weapon can go through certain brushes.
So the brushes could be invisible but heavy weapons couldn't go through.

 

[edit]

Unfortunately I haven't found a shader parameter that only effects heavy weapons 😞

[/edit]

Edited by nUllSkillZ
  • 2 weeks later...
Posted
On 8/25/2025 at 4:00 PM, nUllSkillZ said:

Yes, that's what I have had in mind.

A rectangular that represents the no spawnkill area.
Might be to destracting.

I'm not sure if there are parameters which define which weapon can go through certain brushes.
So the brushes could be invisible but heavy weapons couldn't go through.

 

[edit]

Unfortunately I haven't found a shader parameter that only effects heavy weapons 😞

[/edit]

Idea is interesting but I fear it could be too intrusive into the map design.

Some maps are already protected by invisible roof like on erdenberg or have an invisible glass against heavy weapons only like in beach invasion through mapscript only, want to stick to the public map pk3 so no need to download a custom version of a popular map when joining our server. Also we tend not to overdo that everywhere, not willing to alter maps too much, we prefer to manage things externally with scripts protecting the spawn areas and managing the kicks and bans to control the server.

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