[PROJECT] New map for PS

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[PROJECT] New map for PS

Postby Kuna » Thu May 17, 2018 11:09

Hey,

4 years have passed when i made last map (yeah im talking about that huge boring map) and i decided to make another one :party: but it will be way better, i promise!
After my long absence in playing and mapping i will need a bit time to remind some stuff, here are things i forgot, espiecially scripting :P
Also i would be happy if someone help me, here are a lot of things you can participate in map creation :) The main thing of this topic is to hear your expectations, ideas, sugestions etc, but also you can post here some nice sounds, textures, md3 models or even brushwork :)
I think we should begin with objective...so what is your favorite type? escorting truck, stealing gold or maybe other? Then we will need map name, so think about it :)
As you see this time i want to cooperate with community on map, so if you join the project it also will be your map :)

Here is what i already did, yeah not so much cause begining is hard :P I got lot of ideas how map should go, but lets do this together!

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P.S. - no Cowz, no cage for you this time
P.S.2 - If you are interested in brushwork (making buildings, rooms etc) just contact me and i will give you tutorials to begin :)

Lets go!
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Re: [PROJECT] New map for PS

Postby Ninjadeer » Thu May 17, 2018 18:04

Kuna wrote:I think we should begin with objective...so what is your favorite type? escorting truck, stealing gold or maybe other?
I guess you have some kind of a rough idea already? Or you just have a great artistic visio about the environment? :D

Something I thought about long time ago when I tried mapping myself: If we think about the original six, the objectives and the design tend to lead the player through the map quite well.

Battery:
At the beginning you either go up the beach or get shot. You can see the huge gun from your spawn, and might get some rough idea about the way you are supposed to go.

Fueldump:
You follow the tank untill you see the depot you are supposed to blow. There are even some lighting and texture techniques used to lead players through the tunnel if they get lost.

Goldrush:
The start might be a bit confusing indeed. After you steal the tank it is pretty much about following and escorting vehicles.

Oasis:
At the beginning you basically have two ways to go, except you don't as the other is filled with water. The city parts might be a bit confusing, but after all even these are quite open and straightforward. There aren't really too many possible pathways. Some random rooms here and there.

Radar:
This might be probably the most confusing objective of the original six. Even still the players are basicly lead to the road that leads the to the main objective. The secondary path is "hidden" behind a fence.

Railgun:
Again the objective is about escorting some vehicles. If you find a railroad, you know you are in right place.

The point here is that the vehicle escorting missions are an easy way to intoduce the map to the players. The map should probably either have really simple layout, or some vehicle(s), so the players won't get lost. (I do admit it is a lot more interesting to design complex pathways and multiple different corridors that the players can use for attacking, but it might not work that well).


You have created some nice structures so far. I'm only wondering about the "no shader found(?)" texture. Aren't you using caulk for all the non textured parts? And what on earth is that giant lollipop there in the middle? :lol:
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Re: [PROJECT] New map for PS

Postby Kuna » Thu May 17, 2018 18:25

Ninjadeer wrote:You have created some nice structures so far. I'm only wondering about the "no shader found(?)" texture. Aren't you using caulk for all the non textured parts? And what on earth is that giant lollipop there in the middle? :lol:


that red "no shader found" is caulk, i just dont use bitmaps on caulk, ladder, clip etc, dunno why but i just dont need it :D
That "lolipop" gonna be fountain where that top circle gonna rotate with ps logo inside :) still just idea.

Ninjadeer wrote:The point here is that the vehicle escorting missions are an easy way to intoduce the map to the players. The map should probably either have really simple layout, or some vehicle(s), so the players won't get lost.


yep i know, i spend so much time on brushwork in last map, now i focus more on scripting and usefull things :)


Anyway i found nice skybox for my map:
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Re: [PROJECT] New map for PS

Postby tempo » Thu May 17, 2018 20:00

Hey,
new map, cool! :D Personally i like maps with boats and with shining colours, like saiberpeak (or something). It should be great to have new type of obj in the map, but now no ideas, i will think about it! :P
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Re: [PROJECT] New map for PS

Postby deep » Thu May 17, 2018 22:14

Maybe look for some historic battle and try to recreate that in the map?

btw which version gtk radient are u using. Cause i feel most comfortable with 1.4, dunno if there's gonna be compatibility issues with bsp if i make brushwork?

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Re: [PROJECT] New map for PS

Postby SpyCow » Thu May 17, 2018 22:17

Kuna wrote:. - no Cowz, no cage for you this time

Get out.
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Image :wth:

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Re: [PROJECT] New map for PS

Postby Kuna » Thu May 17, 2018 22:32

deep wrote:Maybe look for some historic battle and try to recreate that in the map?


Yeah that might be nice, but then i cant include our community map name/tittle as i want, but if someone propose good idea then i can start from begining :D

deep wrote:btw which version gtk radient are u using. Cause i feel most comfortable with 1.4, dunno if there's gonna be compatibility issues with bsp if i make brushwork?

i use 1.5.0, and here is no difference in compatibility between every version, feel free to make brushwork :)
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Re: [PROJECT] New map for PS

Postby Ninjadeer » Wed May 23, 2018 20:59

Something I discovered after many hours of troubleshooting:

If you are planning to do bot wayfiles (I hope you are, at some point), escortable vehicles can only have
  • truck
  • tank
  • train
  • train1
  • train2
  • boat
as a scriptname. Everything else is most likely going to cause some trouble with omnibot. There might be a way around this, but unfortunately their documentation isn't too helpful.'

EDIT:
Also func_explosive entities (walls, gates, anything that is supposed to be destroyed by dynamite of satchel) require some special attention. Goals are determined by the size of the breakable entity. In order to make fuctional goal, some hidden brush might be required.

Anyways if you end up making wayfiles and goals, just ask if you need some help. :)
Last edited by Ninjadeer on Fri May 25, 2018 17:00, edited 1 time in total.
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Re: [PROJECT] New map for PS

Postby xP.Bo0m!? » Fri May 25, 2018 16:51

Just make it unplayable for Cow and I'm happy.
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Re: [PROJECT] New map for PS

Postby Ninjadeer » Mon Jul 02, 2018 15:57

Any progress?
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Re: [PROJECT] New map for PS

Postby Kuna » Tue Jul 03, 2018 9:22

Sorry i didnt say anything, but probably i will suspend that project cause of low interest of people here about map making. I said i want to cooperate but didnt find anyone who want to. Making map alone never gonna be effective, people always gonna dislike something, but with cooperate you may discuss about some stuff. Anyway that doesnt mean i stop it forever, i will finish it some day. just for now i cant :)
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Re: [PROJECT] New map for PS

Postby Lady_Deadly_Nade » Tue Jul 03, 2018 15:31

Kuna wrote:Sorry i didnt say anything, but probably i will suspend that project cause of low interest of people here about map making. I said i want to cooperate but didnt find anyone who want to. Making map alone never gonna be effective, people always gonna dislike something, but with cooperate you may discuss about some stuff. Anyway that doesnt mean i stop it forever, i will finish it some day. just for now i cant :)


Kuna!!! I would love checking out what you did... but for now i still have not upgraded my pc i m waiting for parts to arrive... when i m done, i will be happy to share my opinion. I was working on maps as well back then i was helping Nemesis with, so i can help you as well, just i need to remember how we proceed :loller: ... :rofl:
pm me with details or share here, i ll let you know when i m done with my stuff, so for now you have to wait a bit :good:
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Re: [PROJECT] New map for PS

Postby Ninjadeer » Tue Jul 03, 2018 18:08

Kuna wrote:...people always gonna dislike something...
This is something that can't be helped.
As I said before
Ninjadeer wrote:...the main question is, will you enjoy making the map even if it wouldn't end up being popular.

Even if you got a lot help, opinions might differ, and certain things can't be seen before the map hits the server. Making it really good might take few tries, and if needed we have a place where we can see how beta versions work in practice.

Kuna wrote:Anyway that doesnt mean i stop it forever, i will finish it some day.
If you ever need help, an opinion, or even some ideas, don't hesitate to ask. I'm always interested in seeing some progress. :wink:

Lady_Deadly_Nade wrote:I was working on maps as well back then i was helping Nemesis with
You ever published anything? :-o
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Re: [PROJECT] New map for PS

Postby Lady_Deadly_Nade » Tue Jul 03, 2018 18:25

Ninjadeer wrote:
Lady_Deadly_Nade wrote:I was working on maps as well back then i was helping Nemesis with
You ever published anything? :-o


We had 3 maps with Nemesis but we did not publish them. If Ogre helps me with the old HD recover maybe i got left some files there. One we named Neme&Lady's Land -based on his village in Croatia, the 2 others i cant remember. I was making the spawn points and the houses he made the environment and obj. No secret rooms. We tested maps on MT server put password and so and so...... At that time we did not add bots. 8O .... i dont know how we do that but i will check on the net to inform myself.
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Re: [PROJECT] New map for PS

Postby icefrost » Fri Jul 13, 2018 10:17

aww sorry that i just found this topic now.

I like the idea of a new map together with our community.

But i also think its gonna be kinda hard to make a map together with all the different opinions ppl will have.

Also sorry to hear that u stopped this project for now kuna.

In case u gonna start it again just let us know and i'll give my ideas and opinions i got in my mind.

Much love <3
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I am very disappointed with that attitude.
I can assure you it is much, much more important than that."

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