| Editing Wolfenstein: Enemy Territory Splash Damage's official support and discussion forum for Level Design in Wolfenstein: Enemy Territory. |
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#1 |
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Junior Member
Posts: 7
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![]() hi, i want to present my objective based map falkenstein, which is the first map im gonna release, i did one before but it didnt pleased me neither in gameplay nor aesthetical. short descreption: The Allies are trying to infiltrate a secret base inside a mountain. They are attempting to steal a secret prototype which could be decisive for the success in this war. -timelimit: 25 min objectives: -allies primary obj: 1. Dynamite the generator to gain access to the base 2. Steal a prototype and bring it to the train -allies secundary obj: 1. Capture the Depot Yard 2. Build the Command Post to gain a forward spawn 3. Dynamite upper and lower doors to get easier access to the prototype -axis primary obj: 1. Defend the generator 2. Defend the prototype -axis secundary objectives: 1. Defend the Depot Yard 2. Dont let the Allies build the Command Post 3. Defend upper and lower doors -overview ![]() download: http://rapidshare.com/files/18776805...in_b1.pk3.html source: http://rapidshare.com/files/18778430...in_b1.map.html pics: ![]() ![]() ![]() ![]() ![]() 0range ![]() more pics will follow edit1: new download link for 2nd beta: http://rapidshare.com/files/36507874...enstein_b2.pk3 source map: http://rapidshare.com/files/36507928...enstein_b2.map noteworthy fixes/changes/additions: -cp allied spawns (only one spawn was working before) fixed -trucks got new clip -command map icon and toi for the place of delivery added -another exit for the station spawn room added -office room next to the axis spawn in the base stretched -mineable cave ground -cp for axis -doors altered -signs inside the base for orientation 0range Last edited by 0range; 18th Mar 2010 at 18:05. |
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#3 |
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Senior Member
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Ahhhh - a new map - great.
Looks very good - will have a look. |
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#4 |
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Tapir Daddy
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Nice map! You could make a neat outside map from the inside base too.
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The m4st3r of making c0nfus1ng p0sts! 0110111001101111011011010111001101100111 |
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#5 |
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Junior Member
Posts: 7
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more pics:
![]() ![]() -overview of the base ![]() -the base the objective, which the allies have to steal: ![]() ![]() dynamitable doors: ![]() ![]() the train, where the objective has to be delivered:
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#6 |
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Senior Member
Posts: 427
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hehe,
i am working on my first map too and it seems that we made our terrain almost similar =D the main-texture on it is from fueldump, right ? atm i try to blend my terrain, maybe it will look better with this ![]() looks good so far
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#7 |
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messmaker #1
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looks great..make a dessert version too
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http://www.pownedclan.com/ current mapprojects: vc_village trail powned servers: (vietnam)-=PWN=- ONE 7DAYSXP NO BOTS:62.18.252.103:27960 (jedi vs sith's beta)-=PWN=- REVENGE STARWARS XPSAVE: 62.18.252.103:27961 -=PWN=- war against terror 62.18.252.103:27962 |
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#8 |
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Member
Posts: 66
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Nice but it looks a bit empty/small.
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#9 |
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Tapir Stalker
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Ok, so I took a look at your map... It looks really nice (especialy that elevator). But a found a buch of flaws.
![]() ^ Some doors are not metal ![]() ![]() ^ I can shoot through both trucks ![]() ^ I can construct command post from here (thats very far) ![]() ^ Badly aligned texture ![]() ^ Very strange wheel ![]() ^ Consider better marking of where to take the objective ![]() ^ Tracks go through doors Overall its a good map! Just needs a little bit more work!
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"Programmers aren't lazy, they're just easily distracted" dutchmeat |
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#10 |
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Senior Member
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freeaking good map , where do you got so good ideas ?!
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#11 |
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Tapir raiser
Posts: 301
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nice map from what i've seen up to now. There are only some minor texture issues you can fix very easily. Most of them are covered by th0rn3's post. I believe this could be great fun in 3on3 or maybe even 6on6 competition
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Axis Revenge Game Project - Project Leader - #AxisRevenge Mapper of: Special Delivery TE, SW Battery, Rifletennis TE2, Rifletennis .config, Pistolwar, C2 Missile #esl.et - ESL ET Master League Admin |
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#12 |
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LULWUT IS DIS FOR LOL
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nice map. it reminds moe of rail gun witch is my favorit map.
kepp them comming! |
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#13 | ||
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Junior Member
Posts: 7
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thx everybody for the feedback so far
@thorne big thx will fix it Quote:
Quote:
![]() @Tyrlop yeah i intented a lok like railgun and fueldump
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#14 |
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Quiz Master
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looks interesting !
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I <3 N - ( . ) ( . ) I love entities Project: Wolf Records Map: Kha Ran Than Map: et_Carentan Splash Damage Update |
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#15 | |
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OId wrinkled Member
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Quote:
Code:
create
{
scriptName "truckcab"
classname "func_fakebrush"
origin "1335 -2067 480" //
contents 1 // CONTENTS_SOLID
mins "-20 -41 -80"
maxs "29 41 0"
}
create
{
scriptName "truckengine"
classname "func_fakebrush"
origin "1315 -2067 450" //
contents 1 // CONTENTS_SOLID
mins "-59 -21 -55"
maxs "0 21 0"
}
2 suggestions; - A couple of mgnests could be useful Code:
create
{
classname "misc_mg42"
targetname "flaggun"
accuracy "25"
harc "60"
origin "560 -1880 600"
angle "290"
spawnflags 0 //tripod=0? or NOTRIPOD=2
scriptname "flaggun"
}
create
{
classname "misc_mg42"
targetname "upperdoorgun"
accuracy "25"
harc "75"
origin "7810 -1700 312"
angle "90"
spawnflags 0 //tripod=0? or NOTRIPOD=2
}
[COLOR="Blue"] EDIT: yes these scripts should work in most all major mods but alas not plain ET. I have included them for reference or for server admins running mods Since plain ET is not popular I would suggest publishing mod targeted scriptfixs in pk3 files but only if b2 will take more than 2 weeks to release. [/COLOR] Last edited by TomTom7777; 26th Jan 2009 at 11:02. |
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#16 | ||
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Junior Member
Posts: 7
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i found recently a serious bug, i forgot to mark spawns at the cp except one as "start active" while doing setstate them in the script.
![]() so only one allied soldier was spawning there while the others had to take the long way from the stations spawns, which makes the cp useless and the gameplay does not the way i intended. should i do make a bugfix in the script( if it is possible) or upload a second beta as i already fixed some things + added some new things (some ways / a command map for the place of delivery ...)? ------------------------------------------------------------------------------------------------------------------ Quote:
Quote:
as for the mg-nests, i will think about it and the bypass way: i inteded the same at first too, thats why you can drive downward with the elevator, but then rejected it as the axis can take that way to retake the flag + its not that hard to take the flag for the allies + allies have alreday the oppertunity to sneak through orange |
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#17 | ||
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Senior Member
Posts: 427
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Quote:
etpro: http://wolfwiki.anime.net/index.php/...rver_cvar_list etpub: http://etpub.org/ETPubServerDocs.htm...criptDirectory noquarter: http://****storm.org/noquarter/wiki/...criptDirectory jaymod: http://www.clanfu.org/jaymod/2.1.7/h...Directory.html how much scripting is supported in every mod would be nice to know, i never was an admin and tried :/ Quote:
http://wolfwiki.anime.net/index.php/Map_scripting what happens there is you write a script, put it in your downloadpackage, and the serveradmin has to put it in his mapscriptdirectory, so that it overwrites the original mapcript. correct me someone if this is wrong Last edited by Qualmi; 26th Jan 2009 at 04:39. |
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#18 |
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Tapir Stalker
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Actually always pack a "normal" script in your map pk3 file.
If you have serious bugs you should consider to release a new version of your map (pk3 filename has to be alphabetically behind / after the last pk3 filename). [edit] Next version could / should be falkenstein_b2.pk3. So you are limited to 9 betas .[/edit] In addition you can offer a mapscript file for the mods. My guess: As all mods have received the mapscripting ability from ET-Pro 3.2.5 (as far as I know) they all should have the same abilities. Only scripting for ET-Pro 3.2.6 seems to be different. Best way to find out is to test the mapscript with all mods (or at least the biggest: PRO 3.2.5/3.2.6, Pub, NQ, Jaymod). Last edited by nUllSkillZ; 26th Jan 2009 at 08:41. |
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#19 |
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RTCWFiles.com *******
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Last edited by Northerner; 26th Jan 2009 at 10:25. |
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#20 | |
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Tapir Daddy
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Quote:
Then you could just pack the new scriptfile into a pk3 file as a fix.
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The m4st3r of making c0nfus1ng p0sts! 0110111001101111011011010111001101100111 |
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