[QUOTE=-SSF-Sage;468937]
Check if your game sounds work. Most materials should have some sound for steps. Try different textures. The sound of a surface you walk in is specified in a .shader file (and other effects too) located in scripts folder.[/QUOTE]
Ah, not sure what I did (perhaps you can explain)… when I was loading my maps previously, I was typing:
/sv_pure 0
/devmap test
Just now I simply typed in /spdevmap test, and sounds worked (plus I could see the soldier I had placed in earlier but could not see).
what does /sv_pure/devmap actually do/mean?
[QUOTE=W0lfMan;468960]I only started making maps for Wolfenstein last year this month, so I still remember how I learned. It requires quite a bit of self-study on your part! You will need to put in a lot of effort on your own to study the existing maps. The tutorials are good, but incomplete. Learning to use the Radiant editor efficiently will also take time.
DO NOT start working on your first map that you intend to make. Instead, make a lot of test maps so that you can figure out how things like swinging doors, explosives, enemies, and other details work.
If you want to have high-quality maps, you MUST study very closely the official maps that came with the game. This is your Gold Star quality standard. You should have received escape1 and escape2 that you can look at in Radiant to copy their techniques. To learn scripting, look at the .ai and .script files.
To make the enemies move around, you need to use bspc to generate the .aas files.[/QUOTE]
This is practically what I’ve been doing, taking apart literally EVERYTHING from Escape 1/2 and observing how everything works (while making prefabs along the way).
How does I access the other RTCW maps? Is it just a case of opening up the pk3 files?