Map sequels


(Genesis) #1

Ok… so… I have this id…
Make sequels or maybe even triquels for a map…
For example: Use the oasis from oasis, delete the old city and make the axis trying to recapture the oasis.

Now this might sound lazy but half of the map is already done, just add a tank and
make it go towards the oasis + make up some more objectives!
Same thing for Radar, if u go right after u spawned at the allied spawn there is a bridge.
A objective there could be that the allies have to get the truck to a town or whatever on the otherside of the bridge!

Tell me what u think of this id + if its possible with the copyright and stuff…


(=DaRk=CrAzY-NuTTeR) #2

hmmm, seems ok, but id rather SD did it rather than some mapper, the pros will make the best job and they dont have to bother with copyright

besides i dont think thay would let you


(MadJack) #3

Why not make your own map and link it to those map in the story?

It’d be more original that way… Use the radar parts somewhere else where Axis have ambushed the Allies and want those parts back?

I DO think it’s lazy to do things this way. But hey, you asked :stuck_out_tongue:


(Java.Lang) #4

I like continuity so I think its a good idea. The end result may not be as splendid as what you imagine, however.

Mapping can be painstaking without having to replicate a map that players already know like the back of their hand.

Great idea, very hard to implement.


(Schaffer) #5

I agree that the concept sounds really good but the actuall implementation could be really difficult. To make it easier it would actually require and of the existing maps to appear in the sequal. The Radar example wouldn’t want to include any of the existing road since the map would simple run out of room. You could start it from the other side of the bridge or even further away.


(Genesis) #6

I cant believe that it is so hard 2 paste ur landscape 2gether with the radar 1… and delete everything that u dont need…
in radar the whole base… just have the main gate + side gate and delete everything behind it…
but you would get better maps if splashdamage did it…or atleast some1 that is experienced in mapping…
I would like to work with it (i am going 2 see if it is really possible and stuff) but im crap at mapping (not saying anything about scripting)…


(Schaffer) #7

One thing to think about with radar is multiple routes. Leaving the map is only one logical join point and that is the bridge. This would result in a bottle neck point. You would either need to modify the existing landscape (and would need to decompile first to get this or try and recreate) or take the option of starting at a different point. If you don’t do this then you leave a major problem. Radar just generally ticks people off due to the way it plays and the performance. If you make a sequal to this that has problems then it wont get played. This is just my opinion but read the sticky post called Basis Rules all mappers should follow

Section 4.7 talks about multiple routes:

7.4 Provide players with multiple paths to a target or objective. There should be a few places in the map where you can go down diverging paths to formulate more complex strats. Instead of the typical 2 path system, you could make as many as 3-4 paths with cov ops doors, and dynamitable objects to diversify gameplay.


(Genesis) #8

editing landscapes wont b necesary (<-- is that spelled right!!!) if u can delete everything behind the main + side gates… and u can alsways think of multiple routes… i guess ill make a drawing of what i have in mind so everything talks a bit easier

btw… I love Radar!!!


(eRRoLfLyNN) #9

hmmm, seems ok, but id rather SD did it rather than some mapper
lol. makes mapper like a dirty word.

“Of course I would like my daughter to be wed. But not to some dirty mapper!”

lol pissin meself :clap:


(pgh) #10

And tbh the 3rd Party Maps coming out now are of higher qual than SD’s stock. :smiley:


(TFate) #11

Shhhhh pgh! You’ll hurt their feelings!


(Malverik) #12

did SD release the source files for their original ET maps (im thinking about fuel dump) or is there a way to get them? The bsp decompiler i’ve come across don’t seem to work for ET

thanks

Malverik


(=DaRk=CrAzY-NuTTeR) #13

thats nice, but how could u make a sequel to fueldump


(MrLego) #14

Here’s a sequel to Fuel Dump.

Axis forces rebuild the fuel dump and then have to escort a convoy of tankers to refill it.

Allied forces have to prevent the convoy from reaching the depot by disabling bridges and creating rockslides that block a mountain pass.

  • Only a thought :slight_smile:

(MadJack) #15

Scenarios are easy to find… Brushwork, architecture, now that’s another story! (Well for me it is :P)


(=DaRk=CrAzY-NuTTeR) #16

well mr.lego, i camt argue with that, it sounds good

go on, make it, you know you wana


(Malverik) #17

im impressed, 4 replies, nothing close to a “yes” or “no” it it possible to edit the stock maps.

Malverik


(Schaffer) #18

The only stock map released was Goldrush and I’m not 100% sure that was the final. This was just to give people an understanding on how to constuct maps. This was also released with GTK Radiant version x and later. Decompling does a pretty ordinary job. Search on the forums for decompile since I can’t remeber the name of the tool. I think q3map or whatever it is called can do it. It is mentined in the “hell” map since the fella lost his map and wanted to find out how to decompile.

Good luck but dont hold your breath


(The Wanderer) #19

check this thread for info on how to decompile the maps.


(Malverik) #20

wow, thanks a lot!

Malverik