Oasis


(ifreborn) #1

any chance of SD officially revisiting this map before qcon?

If not do any mappers want to help me make 2 small changes to the map so it can be tested for league play?

here is what i have in mind

  1. remove axis cp
    2)When allies blow south gun give the allies spawn point 3. this will be behind the guns were the tank comes in. Place this spawn point the same number of map units away from the north gun as the axis spawn is. Health and amo in this spawn.

(Ifurita) #2

LOL. If, you realize you can probably do this via an etpro script, right?


(seven_dc) #3

yeah this is easy to do as etpro script.


Ipad accessories


(ifreborn) #4

i just know how to play the game :smiley: not mod it.

But the new allied spawn would have to be in a section of the map that you can see but not access.

i love the map like most everyone else does i just dont want to see it butchered.


(Ifurita) #5

First off, my position is thus, I will help educate, advise, and guide, but I will not lift a finger to help. That being said, you need to educate yourself on what is involved with modding a map:

  1. Just about any entity with a targetname can be removed via a script (e.g., command posts)
  2. If the item you want to remove does not have a targetname, then you must, AFAIK, decompile the map to remove it. Here, you need to balance how badly you want that item (e.g., gate) gone vs the time required to reconstruct a map, which I would estimate at 100-150 hours of mindnumbing work.

http://www.splashdamage.com/index.php?name=pnphpbb2&file=viewtopic&t=8204&highlight=bsp+map+q3map2

However, keep in mind that Q3map2 will only decompile maps compiled with Q3map2 and you will have to do the following to get your resulting .map file back to baseline:

  • Turning structural brushes detail (all brushes become structural when you decompile a map)
  • Losing all hint brushes
  • Losing any func_groupings (e.g., terrain)
  • Retexturing every textured face
  • Adding any misc_models back in (they get baked into the BSP)
  • and much much more
  1. Assuming you are not willing to put in the time decompiling and reconstructuring a map, then your only other option are etpro map scripts. You can find more information on this from Bani’s site. Just remember that ETPro, AFAIK, is additive, not substractive, meaning you can add things to the map (e.g., the allied spawn point to Fuel Dump) but you cannot remove items.

  2. Read my development log for Rochelle (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=11866), that’s 100 hours of mapping just to get to an alpha release. This is what you are asking mappers to do, when you ask for ‘a little modification’. Therefore, before you ask, do some research and figure out what you can do on your own.

I’ll add more to this later.


(au.Hiroshima>) #6

fwiw you could try this script I modified, it gives the allies 6 spawn points in the old City Water Tunnel (the second one) 75 seconds after the pump is built. From this spawn point it takes almost exactly the same time to get to the center arch (opp axis spawn) as it does from the flag spawn. We’re using it in our season 4.

http://clanoxygen.com/hiroshima/etpro/etpromapscripts/oasis_ga_s4.script

I do have a few other ideas that I just haven’t got around to testing, namely to replace the team command posts with a neutral one in the ammo/health room next to the flag, and have the racks only appear after the cp is owned by allies, but I’m not sure it that’s possible via an etpro script.


(DG) #7

are qcon actually asking for this? sounds rather unusual for organisers to be seeking unproven map modifications for a ‘real’ prize-winning tournament. Not as strange as qcon wanting to use game changes, seeing as i’d have thought they’d fight for as default a game as possible.


(ifreborn) #8

no a CAL admin is having a stiffy over changing this map.

i like it as is maybe i should have kept quiet and hoped nothing happened.