A new map


(S. Monkey) #1

The allies have to steal an artifact from the ship, and the axis must stop them. There is going to be a command post on the bridge of the ship, and whoever has it built can spawn there too.

I know its not wonderfully pretty at the moment, but I’m trying to get it functional first.

PS this is my first attempt at mapping


(kevinski) #2

Don’t worry: I’m trying to motivate myself to learn how to use GtkRadiant, and I continuously halt my progress. I’m giving it another attempt this week, and I’m planning to actually complete a little test map (not for public release), just to see if I can get a couple of objectives up and running. I’m sure that won’t be pretty. :stuck_out_tongue:


(S. Monkey) #3

Don’t worry: I’m trying to motivate myself to learn how to use GtkRadiant, and I continuously halt my progress. I’m giving it another attempt this week, and I’m planning to actually complete a little test map (not for public release), just to see if I can get a couple of objectives up and running. I’m sure that won’t be pretty. :P[/quote]

Map editors aren’t the easiest pieces of software to use. I tried editing for Quake 1 many moons ago, having been pretty good at designing doom levels, but I gave up quickly because it was too complex and the editor I had was pants.

It tends to help if you start off with a definite plan. I knew I was going to make a ship when I started the level, so I didn’t ever wonder what I was supposed to be doing next.


(S. Monkey) #4

OK, the map has reached what I consider to be the alpha stage. It has all the nessecary components for a team game.

Here are some screenshots for you:

View from the allies spawn point

The dockside, the axis spawn in the building on the right

The ship seen from the dockside

The view from the bridge of the ship

Looking at the dockside from inside the ship

The safe :slight_smile: MadMaximus showed me how to do that.

The safe going BOOM!

The getaway boat. In the finished map, this is going to be out of sight behind some rocks


(Zipp3R|PL) #5

map looks great but it’s too dark for me i don’t know how about others in forum also you should make water more deeper it’s shalow water.
cya


(HerrK) #6

Nice mapidea, but it looks too angularly…make more brushes so that it looks more approximately!

PS: Whats the name of your MapProject?

(NdK) :wink:


(S. Monkey) #7

I’m in the process of adding some terrain around the docks, and making the water bigger.

So far the map is just called ‘ship’ but ultimately I want to have a name for the ship, and that will be the name of the map.


(kevinski) #8

My first project is gonna be a beach level. I know half of you are probably groaning right now, thinking, “God, not another beach map.” This is gonna be an ongoing project, though. I’m not gonna release a crappy beach map and call it done. I plan to rebuild it again and again as my mapping skills improve, optimizing and balancing the map more and more with each release.

I’m actually planning to build an entire campaign, but I’d rather not rush into it. The first map in the campaign WILL be the beach map that I’m planning to make. I plan to alternate the offensive/defensive teams to keep things interesting. For instance, in the beach map, the Allies will be on the offensive. On the second map in the campaign, the Axis will be on the offensive.

I already have plans for the other maps in the campaign, but I’d rather not spoil anything. The third map is the one I’m most excited about. I plan to put mp/et_resurrection (a map that I feel is vastly overrated, anyway) to shame with that one, and I guarantee you it won’t only be because of the atmosphere. I’m planning to implement some pretty original gameplay elements into this campaign, and the third map is probably the most original right now in terms of concept.

I’ve gone through all of the 3dbuzz.com VTM’s for GtkRadiant, and I’m going through other non-video tutorials I’ve located elsewhere in order to figure out how different entities and such work. Right now, I’m having a pretty good time playing with lighting. In fact, lighting is gonna be key is most of my maps, namely because I feel that there are far too many potentially good maps that’re ruined by their horrible lighting.

Anyway, best of luck on your ‘ship’ map. Sure, it looks a little blocky, but the playability is what counts. So, make sure it’s balanced and glitch-free, and I’m sure it’ll find a nice home on thousands of hard drives around the world. :slight_smile: