How to Mod Stock Maps?


(new_Faction64) #1

OK, just last night I made my very first map (small room…rectangular prism shaped). Right now, instead of jumping into making my own maps, I’m a little interested in looking at Maps already made, and looking at how they are done.

So my question, how do I take Stock maps, or any other map (.pk3 file), and make it so I can see/edit it inside GTKradient? Thanks.


(]UBC[ McNite) #2

Goldrush came with the radiant. Other maps are available as source, just search for them. As for pk3s… check the readme whether the author allows what you have in mind.


(new_Faction64) #3

What exactly am I looking for? I tried stuff like “Oasis Source Code” and “Oasis Enemy Territory Source Code”, I didn’t find anything.

Or do you mean it’s in the ET Source code?


(nUllSkillZ) #4

No, you can only have a look at Goldrush.
There aren’t any other stock map source files available.
But you can download the source (map-files) of several custom maps.


(new_Faction64) #5

Aww that sucks, thanks for the information though.

That’s kinda odd, I’d assume there would be a way to DEcompile a map…like reverse engineer it sorta…but that’s probably illegal.


(Ifurita) #6

You can decompile maps, but if you’re looking for learning files, decompiling is the wrong way to go about it. Decompiled maps will be missing most of the things you need to really learn.


(new_Faction64) #7

How can I do that? I’m not nessesarily looking for learning files, I was actually looking to do a sort of mod/expansion to Oasis, thought it would be just a fun little something.

But anyway, how would it be missing out on things I’d need to learn? Just curious, thanks.

Don’t get me wrong, I’m very willing to learn stuff the proper way, not just look at others’ maps. Thanks.


(Ifurita) #8
  1. a sort of mod/expansion of Oasis will probably involve 40-100 hours of work just retexturing the map, resetting detail vs structural brushes, replacing missing entities, etc
  2. When you decompile a map, all maps get turned to structural, all of your non-run time entities get lost (func_groups, etc – the terrain is all one func_group), all of your textures may be misaligned, you might lose all of your lights, you lose any hint and skip brushes.

(DAbell) #9

New_faction64

On top of all the issues that Ifurita (the mighty wise one) has mentioned above there is also the point that Oasis has been tweaked many times before and nowadays people want some originality in their custom maps. I can understand that you may wish to gain inspiration from already created maps, but it will so much more fulfilling to create your own idea / scenario to base a map on.

When i first started mapping for ET I just happened to see a documentary on the commando raid on the docks at St Nazaire, France and it hit as being a great scenario that would play out well in the ET gamestyle. The first thing i did was to search to see if it had been done before, and as it turned out someone was already proposing the same concept so i contacted them to see if i could assist in anyway and it turns out they couldn’t bothered to do it anymore so i took over. This is just how my first map came to be seek similar inspiration in the form of war movies real life WWII events or just a scenario which is plausible for the era the game is meant to be in.

Just some friendly advice from me, i hope this does not deter from your long term goals but just helps guide you past some pitfalls. You will gain more respect for an original project than you will trying to rehash something that doesn’t need doing.

<DJ>


(Higgins) #10

I hate the word decompile, I wouldnt want any one snooping around my maps, taking parts to use in their maps. Id wouldnt be happy, and also wouldnt be able to do any thing about it, which is the sad part.

The best way to learn how to map, is to read tutorials, and just mess around with stuff.


(Detoeni) #11

…and also wouldnt be able to do any thing about it

Only brushwork is decompiled, if, like me, you make your maps from ase models, then the only thing they get after decompiling is a few clip brushes.


(Yatta_Yatta-O_o) #12

Just a little word about my first experience with ET mapping :

  • When I decided to do a map for ET, I started building stuff (already used to Quake engines), then I needed to start making working objectives & stuff. I couldnt figure how to do it and didnt want to search websites & stuff, so I just opened rhe goldrush .map and script … When I saw how stuffed the map was in radiant, with loads of triggers, entities I didnt knew about, and the unsuspected ammount of script required for such a map, I somehow ‘froze’. That was too much for me at a time !
    Eventually, some time later I started again this time going trough lots of tutorials, and making extensive use of this forum archives (‘search’ is always your friend) and helpfull users, and its going well.

I would suggest not trying to throw yourself in the real, complex thing that way.
Goldrush map carries too much stuff at once, I think It was usefull as a seed for the begining of the ET mappers community, so they could have a reference and material to study. Much time has passed, and all the system and tricks are understood, exposed, tutorialised (can I patent this word ?). Quite everything you might need for a map is explained step by step on websites and forum, in a much clearer way than a goldrush source ! If theres an answer you cant find on the net, you wont find it in goldrush source.

Dont go too fast, just think about what you want, and find what you need to do it =)

Well, being stunned by goldrush source was probably just me tough =P


(kamikazee) #13

Same here, I just gave it up for a while when I couldn’t figure out what all those difficult terms in the LDR meant. (And I couldn’t be bothered to look up mapping for RTCW)
Now I just read it as a reference, and it’s good for that purpose.


(codejockey13) #14

Go here and download my et tutorial. It’s small, simple to understand (I think) and will give you the basics of scripting. It assumes that you know a little bit about radiant.

http://webpages.charter.net/ettutorial


(kamikazee) #15

Who this is meant for? (At least not me, I know how to script. Just not when I first gazed upon the LDR.)


(new_Faction64) #16

Wow thanks a bunch guys for such good replies. Now I’m convinced, I’m gonna practice making maps, then eventually make my own “real” map. Anyway, DAbell, I’ve heard of your map St. Nazaire, I don’t think I’ve played it but I know I’ve definately seem or heard about it somewhere, I’ll check it out if I can find it again.

Thanks agian guys!