Source Mapping

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  • #17422
    Mugworth
    Participant

    Now that the Source SDK has been updated with the Orange box games including Team Fortress 2. I have downloaded it and started messing with Hammer and making maps.

    Been messing around today and have got the hang mostly now of the elements to build a nice map 🙂

    I am going to be making a WWII type map around romel (was in the urban terror mod for Quake 3) its a fantastic map and so going to make a version of it. or there abouts.

    Will be CTF also as I like CTF 😛

    Now had some fun today, was building my basic map, 3 rooms with some doors and the inteligence and compiled it into TF2 and next thing I know ppl are joining my server lol and in my custom map thats not even half done lol.

    One even said “omg this map sucks” lol. made me laugh that did.

    I havent got it working yet, but you can have falling, snow, ash, rain etc too :P, that woujld make it fun to play in.

    #61966
    XDCsPUNKer
    Participant

    can I help with textures? dont know how but perhaps you can point me in right direction?

    #61967
    XDC-snell
    Participant

    get a few XDC referances in the walls about ?

    #61968
    Mugworth
    Participant

    Textures is definately the most help I could do with 🙂

    Its all in the special format though, and they have to be the power of 2 also.

    I think I saw reference to a utility by valve, to take normal images and convert them 🙂

    If you use Photoshop like me then theres this plug in to save the file as a .vtf http://developer.valvesoftware.com/wiki/Photoshop_VTF_Plugin

    I am not sure how new textures are included in a map, But I am sure it can be done from my previous experience of mapping, same with sounds and so on.

    On the previous map I build in quake 3 I had a nice brothel on it lol, with boards on the walls with nice women and a crazy tune playing in. (MP3) was funny as you could hear this sound coming from this buiding untill you went inside and you could hear it properly.

    Also there is a ton of textures used by TF2 and CS:S and HL2 I have access to also.

    #61969
    Mugworth
    Participant

    @XDC-snell wrote:

    get a few XDC referances in the walls about ?

    Theres a topic on the Rats forum about this.

    You dont need to do this when making the map. its a server specific thing.

    basically you log in as admin onto the server and spectate to the place where you want your banner/logo. enter a command that saves a file with the coords of your crosshair and then a logo/image/banner can be put there. when ppl connect they will auto download the images like theyt do maps and sounds..

    Its also map specific too for obvious reasons.

    Full details here. obviouly we want to do it fro TF2 not CS:S but it works the same way 🙂

    http://www.beetlesmod.com/forums/viewtopic.php?t=3100

    So if someone wants to make some decals 🙂

    #61970
    Mugworth
    Participant

    Also spunker found a tutorial on using that plugin when creating the textures.

    http://www.interlopers.net/index.php?page=tutorials&id=8219

    I also found how i go about including custom textures and so on in the maps .bsp file that you download 🙂

    #61971
    XDCsPUNKer
    Participant

    I already have the VTF plugin from when I was making the sprays although I ended up using vtf edit. I think that what you would need to do is send me the texture files from the map and more or less tell me what they are or take a screenshot ingame so I can see it in 3d. The rest shouldnt be too difficult

    #61972
    Mugworth
    Participant

    Well had a change of idea on the map spunker, as I dont think WWII will fit with the way TF2 works tbh.

    I have a new map that will be called CTF_PETROL_WARS (CTF_GAS_WARS) take your pick lol.

    Basically 2 petrol stations, one for BLU, the other for RED.
    They both have basements with the inteligence in it.
    2 tunnels into inteligence – from toliet block building and from shop building.
    each team spawns in the shop building along with a resupply room.
    garage forcout
    duel carriageway road in the middle with cars driving up and down them at random intervals (e.g train in Well)

    Some basic pictures without any detail in them yet:

    #61973
    XDCsPUNKer
    Participant

    nice idea. Like the train thing it could be chaotic. One pedestrian bridge or 2 over the road would be good. How the hell could we model some big juggernaught type trucks? any truck models already available from CS?
    ps whats the red object in the road?
    Oh and how about a way to make the gas pumps destructable so that they spurt up flames and become yet another hazard.
    and perhaps increase the distance between gas stations by creating slip roads that lead to them off the main carriageway?
    Oh and I’ll find some cheesy elevator music for each of the shops

    #61974
    XDC-snell
    Participant

    Nice idea, probably bit early in the development to surgest this, but you can have it raining in the car wash. Have the red team spawn in the women toilets, men in the blue.
    More motorway service stations than petrol station, maybe call it
    “Whatford Gap”.
    Are there not static trucks lying round some of the maps already ?

    All so set it in Britain ! Make it foggy, ie trucks come out of the fog and back into it, also stump the sniper boys ?

    #61975
    XDCsPUNKer
    Participant

    hehe nice idea Brian. Watford Gap services lol I grew up in a village about 5 miles away from there
    although the petrol stations should be different hence the intel war

    #61976
    XDC_Wolf
    Participant

    I’m attempting to do a pedestrian bridge model at the mo, all going well it should be a decent map. Lots of modelling to be done though!

    #61977
    XDCsPUNKer
    Participant

    done a crappy vector of an overground layout idea. What you think?

    the underpass drainage tunnel should perhaps have breaks halfway but with enough distance between them through on either side with mine shafts leading to breaks in the basement wall of each of the buildings. (like spys have tunneled their way in)
    Ill sketch it up when I have a minute

    #61978
    XDCsPUNKer
    Participant

    well thanks for your input you lazy feks

    #61979
    Mugworth
    Participant

    Yes that looks good spunker, One commet wolf had was that the map was too small.

    Also what do you think about where the spawn, resupply and inteligence rooms should be done?

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