Visible link to download: http://rtcw.gamebanana.com/maps/172972
Mp_beach---->Sp map
Hello Guys, I am a die hard RTCW veteran and looking to build a 1:144 physical scale model of Mp_beach for the living roomâŚI Want to make it super accurate to the original. To do this I need a way to measure it. I downloaded Wolfrad.exe, but I am a bit of a noob at mapping. What would be the easiest way to open MP_Beach just to measure the geometry? Once I can measure it, I was even thinking about modeling the bunker in 3d and having it 3d printed :D. Any advice? thanks,
Hello, DynamitePlanted. If youâre just wanting to know the geometry, I recommend this program: http://icculus.org/gtkradiant/downloads.html#binaries
If you ever become interested in mapping, especially for sp, I recommend an older version of the program: http://www.gamersfiles.net/files/33-RTCW_Tools/1009-GTK_Radiant_1.2.11_RTCW
[QUOTE=ronboy;502453]Hello, DynamitePlanted. If youâre just wanting to know the geometry, I recommend this program: http://icculus.org/gtkradiant/downloads.html#binaries
If you ever become interested in mapping, especially for sp, I recommend an older version of the program: http://www.gamersfiles.net/files/33-RTCW_Tools/1009-GTK_Radiant_1.2.11_RTCW[/QUOTE]
Thanks ronboy! I was able open the beach map and get the grid.
Hello. Mates.
I changed my mind and made a SP mode for map mp_beach.
I am posting it here for testing, because here have many excellent testers.
About the map:
The gameplay is based in âstealthâ mode like in the original map âForestâ.
Note: The stealth mode is removed when the allies invade the beach.
I know many players get bored with this mode, but to invade this Fortress without direct confrontation i chose this way.
The gameplay is similar to the actions seen in the video RTCW_Commando: http://www.youtube.com/watch?v=Mjo37fw0QrY
Known bug: On video option âVertexâ i am not getting to fix Terrain.
Take it here: http://www.mediafire.com/?9j42i97f4caejen
Have Fun.
Great work, Vicpas. There arenât many sp maps out there where stealth is mandatory.
To be honest, i always hated stealth maps in games, if i want to play stealth, i would play one of these stealth games. The same goes for babysitter missions, where you have to escort some stupid, suicide-seeking asshole through a boring mission.
Itâs true that itâs easy to get caught during a stealth mission, and the mission fails. But that is what saving the game is for.
Itâs also true that the ai are not so smart during âbabysitter missionsâ, but it makes the level more challenging, in my opinion.
Really, if saving the game, an try and error is the gameplay tactic, and that is mostly the case in such missions, then the game designer made a big mistake. I can remember, that the forrest map was hated back, when the game was released. Not only, that the stealth stuff showed the common flaws of such a poor idea, it broke the game flow. Itâs like ducking in a Doom game, or political correctness in a Duke Nukem game.
In my opinion, babysitter missions, and especially the ai flaws make a level not challenging, but frustrating. Can you remember that infamous sniper village in MoH:AA? I bet, the designers was too proud about the idea, to realize, that it does not work. Everyone in the world hated that mission, because the artificial idiots were always running forward, and get shot by the well hidden snipers, long before you even had an idea, which way the AIs had taken.
If an idea does not work, one should trash it. They have done that, as they realized, that the SP of ET does not work as expected, and i guess, it was good to do.
Have you ever played RtCW MP with bots? I had, and the bots on axis side always made the ame stupid bull****. Right after starting, the call airstirkes via binocular near the south radar. That means, you can not defend the south radar, because the airstrikes of your own buddies will kill you, while trying. South radar is always lost by default. Idiotic, but a great example how AI works, a program without any real flexibility.
As long as you can not provide a better AI, do not think about counting on it, minimize itâs use for any buddy stuff. It is nice for improving atmosphere, like back then in Call of Duty, but let the players success depending on it, is always a bad idea, with lots of potential for being frustrated.
[QUOTE=Staatmeister;401653]Really, if saving the game, an try and error is the gameplay tactic, and that is mostly the case in such missions, then the game designer made a big mistake. I can remember, that the forrest map was hated back, when the game was released. Not only, that the stealth stuff showed the common flaws of such a poor idea, it broke the game flow. Itâs like ducking in a Doom game, or political correctness in a Duke Nukem game.
In my opinion, babysitter missions, and especially the ai flaws make a level not challenging, but frustrating. Can you remember that infamous sniper village in MoH:AA? I bet, the designers was too proud about the idea, to realize, that it does not work. Everyone in the world hated that mission, because the artificial idiots were always running forward, and get shot by the well hidden snipers, long before you even had an idea, which way the AIs had taken.
If an idea does not work, one should trash it. They have done that, as they realized, that the SP of ET does not work as expected, and i guess, it was good to do.
Have you ever played RtCW MP with bots? I had, and the bots on axis side always made the ame stupid bull****. Right after starting, the call airstirkes via binocular near the south radar. That means, you can not defend the south radar, because the airstrikes of your own buddies will kill you, while trying. South radar is always lost by default. Idiotic, but a great example how AI works, a program without any real flexibility.
As long as you can not provide a better AI, do not think about counting on it, minimize itâs use for any buddy stuff. It is nice for improving atmosphere, like back then in Call of Duty, but let the players success depending on it, is always a bad idea, with lots of potential for being frustrated.[/QUOTE]
I donât map for nor play multiplayer, because single player can provide a more interesting story line with cutscenes, music, etcâŚ
I understand what you mean about the ai flaws, but that doesnât make Rtcw sp bad. I believe an aiâs intelligence mainly depends on how well scripted they are in the .ai file for the map.
For example, you could script an ai to have poor or perfect accuracy, good or bad hearing/reflexes, etcâŚ
Sp isnât that bad, but the ai could use some improvement.
What i mean is, that you must make sure, your ai design fit the gameplay. In the Sniper village in MoH that means, they had two possible solutions, and they choose none of them. One would be, to make a more strict flow, where the friendly ai have to hide their asses until you have cleared the environment, or that you can give the friendly ai some basic orders, just like you can give to your sidekicks in Daikatana.
Both solutions would make sure, the success will depend on the player, not some luck, or the F5 button.
And for the forrest in RtCW, they should have create more alternative ways, where you can circumvent the enemies. And it should have took place by night. Nobody would go on such a mission by day, where your enemies can see much more.
I agree with your points, Staatmeister. Itâs true that not many players enjoy the stealth mode, but I believe every map is unique in some way.
We donât want the sp maps to be as easy as the Wolfenstein 2009 missions, though. The game itself took only a few hours to complete, compared to Rtcw.
Sorry for going off topic, Vicpas. :o
Stealth is not a completely bad idea, but such a map should not break the flow of the game.
Maybe a big amount of enemies rushing out for the player would be a better idea than a complete fail of the mission. In such a case, i think, it can be really hard to fight through, but at least you provide an alternative.
Sounds good, but please⌠keep away from Stalingrad.
Iâve seen maps which do just that. Iâll admit that I enjoy those type of maps, but I guess mandatory stealth maps can be fun too.
Download Version 1.0: http://returntocastlewolfenstein.filefront.com/file/spbeach;121150
Another link: http://www.rtcwmap.de/index.php?option=com_remository&Itemid=73&func=fileinfo&id=2128
Video Walkthrough:http://www.youtube.com/watch?v=1zdtWfjoaXE
Tatiana has uploaded a playthrough for SP Beach! You can watch it on my website here: https://goo.gl/eit0Dy
Yo$hik has uploaded a playthrough for SP Beach in âextreme qualityâ! You can watch it on my website here: https://goo.gl/716u4j
General Red has uploaded a playthrough for SP Beach! You can watch it on my website here: https://goo.gl/GuVSwp
Version 1.1:
1 - https://gamebanana.com/maps/172972
2 - https://www.moddb.com/games/return-to-castle-wolfenstein/addons/sp-beach-v1-1
Note:
Due to a fatal error, I had to redo this map and create a new version.
So forget about version 1.0 and replace with this one.