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Old 02-03-2006, 12:34 PM   #1 (permalink)
Strag


 
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Maps

While dreaming of larger maps for CoD2 multiplayer, I thought of an issue that we'll likely have when trying to double or triple the size of the existing maps. If CoD2's maps are BSPs (and I believe they are), we can't just edit these and manipulate them. We need the base map file (the uncompiled "source" for the BSP file) to be able to edit the maps. We'll have to see what becomes available if/when an SDK is released.
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Old 02-03-2006, 12:56 PM   #2 (permalink)
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Re: Maps

You should try out HR Gamers Custom Map server... 70.86.195.127:28960

They have been porting over single player maps to multiplayer. The maps are a good size too.
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Old 02-03-2006, 01:00 PM   #3 (permalink)
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Re: Maps

It sounds like they're using the existing single-player BSPs, but moving/changing the object definitions. The structure of the maps themselves (the world geometry) doesn't change, does it?

In the past (for other games), the object definitions have been listed as text within the BSP files, so it sounds like the same is true with CoD2 maps. It would be a pain, but we could do this as well.
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Old 02-03-2006, 01:11 PM   #4 (permalink)
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Re: Maps

Go to http://www.hrgamers.com/ and Register, then go to the Downloads section, and download 3 files (one is a map pack, and 2 are single maps), and follow the instructions on where to put them. Then join the server I posted above.
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Old 02-03-2006, 01:12 PM   #5 (permalink)
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Re: Maps

Thanks, Gonzo. I'll check them out.
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Old 02-03-2006, 01:47 PM   #6 (permalink)
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Re: Maps

Okay, I downloaded and extracted COD2 MapPack 2.rar. Upon extraction, what you get is a bunch of *.iwd files, which are actually just ZIP files. You can rename all of the *.iwd files to *.zip files, and then open them with WinZIP (or some other ZIP utility) and view their contents.

Using standard ZIP files to pack maps was something id started doing with one of the Quake games (Arena, maybe?). It makes it a helluva lot easier for modders to modify stuff. I'm gonna dig into some of the files within this map pack.
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Old 02-03-2006, 01:56 PM   #7 (permalink)
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Re: Maps

I'm looking at mp_beltot_ctf_v1.iwd first. I've renamed it to mp_beltot_ctf_v1.zip.

Within this IWD/ZIP are two folders:

In the maps folder is a subfolder called mp. Within the mp subfolder are some *.gsc files (these seem to include various game definitions in what looks like C), a .csv file (a normal comma separated values file), and a *.d3dbsp file (the actual BSP file, including the world geometry and other stuff).

In the mp subfolder is a *.arena file (which seems to contain mapname information and supported gametypes for the map).


More to come....
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Old 02-03-2006, 02:20 PM   #8 (permalink)
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Re: Maps

Within the *.d3dbsp file are brush (geometry) definitions and object definitions. The brush definitions are compiled and therefore aren't easily readable.

The object definitions, however, are normal text, so they're easy to read and edit. Here are a few examples of object definitions:

{
"gndLt" "b99f9695"
"modelscale" "1.069415"
"angles" "0.735036 110.182 -1.65064"
"origin" "-1180 -2117 46"
"model" "xmodel/brush_newgrass_squareclump"
"classname" "misc_model"
}


This is most likely the definition for one of the clumps of grass/weeds placed all over the map. "gndLt" is probably the item's unique identification. "modelscale" is, I would say, a number that allows various scaling of the object to be done, probably so that a single model can be scaled to appear smaller or larger. "angles" I'm not sure about. "origin" is the location of the item in the map itself, in x, y, z format. "model" is the 3D model used for the object. "classname" describes what class the object is, so that associated program logic and behaviors can be applied to it.


{
"gndLt" "8b71633f"
"origin" "2187 1574 -45"
"angles" "2.82377 206.979 7.25088"
"model" "xmodel/crate01"
"classname" "misc_model"
}


This is (most likely) a wooden crate placed somewhere in the level.


{
"gndLt" "9d8a8591"
"origin" "457 -1975 41"
"angles" "3.36898 179.889 -1.88166"
"model" "xmodel/sign_minefield1"
"classname" "misc_model"
}


This is an example of one of those handy-dandy minefield signs.


{
"_color" "1.000000 0.501961 0.501961"
"origin" "-404.779 -501.559 51.8349"
"angles" "0 303 0"
"classname" "mp_ctf_spawn_allied"
}


This is an example of an Allied CTF spawn point. This is the type of thing that was likely added in to make the singleplayer version of the map into a multiplayer version of the same map.


{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1338.09 -186.152 -12.293"
"angles" "0 358 0"
"classname" "mp_tdm_spawn"
}


This is an example of a Team Deathmatch spawn point.



By manipulating these object definitions, we can add/alter what objects appear in the maps. This is how we'd "convert" singleplayer maps into multiplayer maps. The difficult part is figuring out spawn locations. We'd likely have to pick a fairly unique object(s) already in the map as a reference and then base our custom object locations off of that.
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Old 02-03-2006, 02:31 PM   #9 (permalink)
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Re: Maps

From what I can tell so far, the following object definitions were added to mp_beltot_ctf_v1.d3dbsp to "convert" it from singleplayer to multiplayer:

///////////////////////////////////////////////////////
{
"model" "xmodel/prop_flag_british"
"script_gameobjectname" "ctf"
"origin" "1340 -166 34.43"
"targetname" "allied_flag"
"height" "128"
"radius" "48"
"classname" "trigger_radius"
"angles" "359.743 33.0305 2.42426"
}
{
"model" "xmodel/prop_flag_german"
"script_gameobjectname" "ctf"
"origin" "-3708 -1658 19.63"
"targetname" "axis_flag"
"height" "128"
"radius" "48"
"classname" "trigger_radius"
"angles" "2.07725 121.646 1.7843"
}
//////////////////////////////////////
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3814.13 -2393.85 29.0492"
"angles" "0 291 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3563.41 -757.417 44.3992"
"angles" "0 82 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2959.8 -655.17 48.3481"
"angles" "0 356 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2542.92 -1800.14 41.4834"
"angles" "0 258 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3844.69 -2769.77 30.3269"
"angles" "0 4 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-350.805 -2214.1 54.7697"
"angles" "0 326 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-949.564 -2516.3 31.1526"
"angles" "0 41 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1890.13 -2667.55 42.3543"
"angles" "0 340 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1706.14 -2052.78 66.0938"
"angles" "0 141 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2729.58 -2134 -23.3648"
"angles" "0 28 0"
"classname" "mp_ctf_spawn_axis"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1236.76 75.189 0.979247"
"angles" "0 54 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-676.151 338.67 54.7497"
"angles" "0 258 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1074.29 -564.858 -17.7852"
"angles" "0 330 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-720.696 -1497.12 -4.2813"
"angles" "0 196 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-404.779 -501.559 51.8349"
"angles" "0 303 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "892.849 179.902 71.4699"
"angles" "0 190 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-469.261 373.511 44.9195"
"angles" "0 57 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1067.15 186.727 50.3107"
"angles" "0 258 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "2151.09 -971.433 49.1621"
"angles" "0 336 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1865.25 -229.776 37.1743"
"angles" "0 214 0"
"classname" "mp_ctf_spawn_allied"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3587.32 -613.297 58.125"
"angles" "0 155 0"
"classname" "mp_ctf_spawn_allied"
}
//DM/////////////////////////////////////////////////////
{
"_color" "1.000000 0.501961 0.501961"
"origin" "697.41 1193.53 33.0589"
"angles" "0 343 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "2281.21 1506.7 -17.3297"
"angles" "0 218 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3379.21 1214.54 40.125"
"angles" "0 287 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3214.82 -270.651 53.4478"
"angles" "0 25 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3594.02 -657.248 58.125"
"angles" "0 223 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1756.2 -147.123 42.4524"
"angles" "0 339 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1068.47 160.951 50.0408"
"angles" "0 225 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "632.228 -1260.25 80.3468"
"angles" "0 221 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1581.41 -2526.15 41.5972"
"angles" "0 104 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3767.51 -2739.02 31.9243"
"angles" "0 298 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3822.4 -2334.6 22.4727"
"angles" "0 287 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3698.38 -2278.81 12.5231"
"angles" "0 13 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2965.92 -665.897 48.6023"
"angles" "0 337 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1338.09 -186.152 -12.293"
"angles" "0 358 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-390.006 -614.31 61.4482"
"angles" "0 156 0"
"classname" "mp_dm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-337.875 358.146 36.1251"
"angles" "0 100 0"
"classname" "mp_dm_spawn"
}
//TDM////////////////////////////////////////////////////
{
"_color" "1.000000 0.501961 0.501961"
"origin" "697.41 1193.53 33.0589"
"angles" "0 343 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "2281.21 1506.7 -17.3297"
"angles" "0 218 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3379.21 1214.54 40.125"
"angles" "0 287 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3214.82 -270.651 53.4478"
"angles" "0 25 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3594.02 -657.248 58.125"
"angles" "0 223 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1756.2 -147.123 42.4524"
"angles" "0 339 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1068.47 160.951 50.0408"
"angles" "0 225 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "632.228 -1260.25 80.3468"
"angles" "0 221 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1581.41 -2526.15 41.5972"
"angles" "0 104 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3767.51 -2739.02 31.9243"
"angles" "0 298 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3822.4 -2334.6 22.4727"
"angles" "0 287 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3698.38 -2278.81 12.5231"
"angles" "0 13 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2965.92 -665.897 48.6023"
"angles" "0 337 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1338.09 -186.152 -12.293"
"angles" "0 358 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-390.006 -614.31 61.4482"
"angles" "0 156 0"
"classname" "mp_tdm_spawn"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-337.875 358.146 36.1251"
"angles" "0 100 0"
"classname" "mp_tdm_spawn"
}
//GLOBAL/////////////////////////////////////////////////
{
"_color" "1.000000 0.501961 0.501961"
"origin" "697.41 1193.53 33.0589"
"angles" "0 343 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "2281.21 1506.7 -17.3297"
"angles" "0 218 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3379.21 1214.54 40.125"
"angles" "0 287 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3214.82 -270.651 53.4478"
"angles" "0 25 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "3594.02 -657.248 58.125"
"angles" "0 223 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1756.2 -147.123 42.4524"
"angles" "0 339 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "1068.47 160.951 50.0408"
"angles" "0 225 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "632.228 -1260.25 80.3468"
"angles" "0 221 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1581.41 -2526.15 41.5972"
"angles" "0 104 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3767.51 -2739.02 31.9243"
"angles" "0 298 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3822.4 -2334.6 22.4727"
"angles" "0 287 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-3698.38 -2278.81 12.5231"
"angles" "0 13 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-2965.92 -665.897 48.6023"
"angles" "0 337 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-1338.09 -186.152 -12.293"
"angles" "0 358 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-390.006 -614.31 61.4482"
"angles" "0 156 0"
"classname" "mp_global_intermission"
}
{
"_color" "1.000000 0.501961 0.501961"
"origin" "-337.875 358.146 36.1251"
"angles" "0 100 0"
"classname" "mp_global_intermission"
}
////////////////////////////////////////////////////////////////////
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Old 02-03-2006, 02:36 PM   #10 (permalink)
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Re: Maps

good lord how my times you gonna reply to yourself?

maybe if we find some good custom maps we could try them out on a server for a night, get rid of a couple of the stock maps
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Old 02-03-2006, 02:42 PM   #11 (permalink)
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Re: Maps

Here's an interesting one:

{
"origin" "2947 1064 84"
"health" "1000000000"
"angles" "0 263.5 0"
"classname" "misc_turret"
"weaponinfo" "mg42_bipod_stand_mp"
"convergencetime" "3"
"accuracy" "0.8"
"script_burst_min" "1.5"
"script_burst_max" "3"
"script_delay_min" "1.5"
"script_delay_max" "3"
"model" "xmodel/weapon_mg42"
"targetname" "auto2447"
}


This looks like an MG42 emplacement. The cool thing is that it appears to actually have a definable health value, so that it could be realistically destroyed in-game if its health value was set lower. It also appears to have an accuracy value (I'm guessing a value of "1" is total accuracy, with values closer to "0" translating to less and less accuracy). Here, the "angles" property probably defines the gun's traversal arc, so we could likely modify that as well. I'm not sure what "script_burst_min" and "script_burst_max" and "script_delay_min" and "script_delay_max" do -- these may apply to the singleplayer game and how NPCs can interact with the turrets. I'm also not sure about the "convergencetime" property.
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Old 02-03-2006, 02:45 PM   #12 (permalink)
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Re: Maps

Quote:
Originally Posted by Trooper[SNPR]
good lord how my times you gonna reply to yourself?
I'm just throwing stuff out as I come across it in these map files. A lot of it is guesses, but since there usually isn't a lot of documentation released for mapping, trial and error is how things are figured out. I'll have to visit some CoD2 mapping forums and see what others have learned.



Quote:
Originally Posted by Trooper[SNPR]
maybe if we find some good custom maps we could try them out on a server for a night, get rid of a couple of the stock maps
Yes, I'd definitely vote for trying some of these map packs. It might give us an idea of what larger maps would play like.
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Old 02-03-2006, 03:02 PM   #13 (permalink)
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Re: Maps

Here's some interesting stuff in the mp_duhoc_assault_ctf_v1_fx.gsc file. This seems to define various ambient effects (smoke and buzzing flies, for example). I'm not sure if this includes the visual effects only, or also the audio effects associated with them (the buzzing sound of the flies, for example).

//Cliff top smoke
smokeRepeatRate = 0.6;
if (getcvarint("scr_duhoc_assault_fast") > 0)
smokeRepeatRate = 1.0;
maps\mp\_fx::loopfx("thin_black_smoke_M", (-898,-3258,1140), 1, (-898,-3258,1150));
maps\mp\_fx::loopfx("thin_black_smoke_M", (3398,-3720,1056), 1, (3398,-3720,1066));
maps\mp\_fx::loopfx("thin_black_smoke_M", (613,-1483,1179), 1, (613,-1483,1189));
maps\mp\_fx::loopfx("thin_black_smoke_M", (269,-1450,1457), 1, (269,-1450,1467));
maps\mp\_fx::loopfx("thin_light_smoke_M", (3644,-1003,1139), smokeRepeatRate, (3644,-1003,1149));
maps\mp\_fx::loopfx("thin_light_smoke_L", (993,-1789,1088), smokeRepeatRate, (976,-1794,1187));
maps\mp\_fx::loopfx("thin_light_smoke_L", (2375,-1451,1181), smokeRepeatRate, (2375,-1451,1281));
maps\mp\_fx::loopfx("thin_light_smoke_M", (556,-2668,1164), smokeRepeatRate, (556,-2668,1264));
maps\mp\_fx::loopfx("thin_light_smoke_L", (840,-708,1115), smokeRepeatRate, (840,-708,1215));
maps\mp\_fx::loopfx("thin_light_smoke_M", (1349,-2965,1115), smokeRepeatRate, (1349,-2965,1215));
maps\mp\_fx::loopfx("thin_light_smoke_L", (631,148,1201), smokeRepeatRate, (631,148,1301));
maps\mp\_fx::loopfx("thin_light_smoke_L", (-1273,-578,1165), smokeRepeatRate, (-1273,-578,1265));
maps\mp\_fx::loopfx("thin_light_smoke_M", (-261,-151,1224), smokeRepeatRate, (-261,-151,1324));
maps\mp\_fx::loopfx("thin_light_smoke_M", (-485,-1740,1143), smokeRepeatRate, (-485,-1740,1243));
maps\mp\_fx::loopfx("thin_light_smoke_L", (-508,-2706,1079), 1, (-508,-2706,1089));
maps\mp\_fx::loopfx("thin_light_smoke_M", (9,1486,1255), smokeRepeatRate, (9,1486,1355));
maps\mp\_fx::loopfx("thin_black_smoke_M", (2350,1708,1118), 1, (2350,1708,1128));

//town
maps\mp\_fx::loopfx("thin_light_smoke_M", (392,3211,1214), smokeRepeatRate, (392,3211,1314));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (875,2826,1161), 2, (875,2826,1271));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (401,3820,1177), 2, (401,3820,1287));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-722,4102,1232), 2, (-722,4102,1342));

//backfield
maps\mp\_fx::loopfx("fogbank_small_duhoc", (190,5819,1051), 2, (187,5853,1145));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-128,5139,1138), 2, (-137,5162,1235));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-32,6512,954), 2, (-40,6536,1051));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-1053,5706,1008), 2, (-1061,5729,1105));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (882,5213,1192), 2, (882,5213,1302));

//fields by guns
maps\mp\_fx::loopfx("thin_black_smoke_M", (-1076,9851,1182), 1, (-1076,9851,1192));
maps\mp\_fx::loopfx("thin_black_smoke_M", (1334,8899,1013), 1, (1334,8899,1023));

maps\mp\_fx::loopfx("fogbank_small_duhoc", (-893,7814,941), 2, (-896,7848,1035));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (274,7903,929), 2, (271,7937,1023));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-1910,9406,1032), 2, (-1913,9440,1126));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-2227,8890,1024), 2, (-2230,8924,1118));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-1666,8919,1041), 2, (-1669,8953,1135));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-1235,8451,1001), 2, (-1238,8485,1095));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-1265,6826,931), 2, (-1268,6860,1025));
maps\mp\_fx::loopfx("fogbank_small_duhoc", (-930,7075,944), 2, (-933,7109,1038));

//Flies
maps\mp\_fx::loopfx("insects_carcass_flies", (-1921,8945,1102), 0.3, (-1921,8945,1112));
maps\mp\_fx::loopfx("insects_carcass_flies", (-1266,8393,1069), 0.3, (-1266,8393,1079));
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Old 02-03-2006, 03:10 PM   #14 (permalink)
Gonzo
 
Join Date: Dec 2005
Posts: 58
Re: Maps

Strag is our new map maker.

Hope you can figure it all out. Would be nice to have some totally custom maps too once the map editor comes out.
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Old 02-03-2006, 03:22 PM   #15 (permalink)
Strag


 
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Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
Re: Maps

Once the map editor comes out (as long as it's stable), most of this exploration and guesswork becomes moot. The editor gives you a nice graphical interface (somewhat similar to AutoCAD) for creating and manipulating brushes and objects. The map editor makes digging into all these files uncessary.

Assuming there aren't already plenty of other good user-made maps available that we'd play, I'd love to make some maps for us after the editor comes out. The whole reason I got into mapping back in the DOOM and Quake days is because I didn't like playing anything available at the time for multiplayer. It turned out to be a lot of fun just making maps, let alone playing them.
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