[wip]mp_outpost


(prophett) #1

Hello,

A few years ago myself and a mapper got together with the hopes of making a competition-friendly map. I became unavailable due to work commitments and the mapper lost interest at the same time. This Crossfire.nu article got me interested in finishing the project, which is basically what myself and the mapper started with - a rough ms_paint drawing. What I have now Is about a 75% complete map (as far as I can figure) that just needs some finishing touches and some structures moved about. A whole set of default textures to replace all of the custom textures used would be nice too (the custom ones are ugly :confused: )

If anyone is willing to finish off this project I would gladly give them the files they need (I can probably do all of the retexturing and adding in some prefabs/details, etc…).

pm me in #wolfenstein on irc.gamesurge.net or add me on xfire if you are iinterested; username is fnprophet (please leave a reason for adding), thanks.

Here are some screenshots of the map:

http://www.myinternets.ca/commieprophet/et/mp_outpost/


(nukits) #2

Nice work! :slight_smile:


(Qualmi) #3

id advice to just make it open source. other members can upload every edited files here in this thread. somekind of open source project with very less rules. if there is some work coliding you could do a poll asking the community which prefab or which work have to stay and which one must leave. but think about it one night or two. i once wanted to make my work also open source (i have a almost half finished map right here) but i then decided to finish it on my own for now. so dont be too quick with any decisions. maybe tomorrow or sth you even wanna finish it by yourself and then you will regret what you did (open source, pass your work to another mapper). just my 0.1567859 cents <— should be a joke :rolleyes:


(prophett) #4

Nah, definitely won’t be making it open source. I think I can do all of the retexturing (already started that), add detail and slightly alter/move some structures. Basically I need someone to do the scripting/compiling as I am not familiar with that aspect of mapping, and cannot really commit the time to learning due to my work schedule and other “online” commitments.


(eiM) #5

well, I just had a few quick looks at your map. Looks kinda interesting.

Regarding scripting & compiling work that should be no problem for me. I’ve quite an experience with competition maps as I’ve made the competition version of Special Delivery (played everyhwere nowadays) and my own map Missile (beta3) is played in Opencup aswell.
I’ve got another map in work, though just some scripting stuff should be done quite fast. If you want to contact me feel free to pm me.


(prophett) #6

Oops! I probably should have included a download link so you could walk around in what I have so far.

mp_outpost

I decided to rename the map to outpost from recon. I think the first stage is pretty good as is and should flow well. Might need to move the allied spawns a little closer to the obj, depending on travel times (1st stage also needs some detailing).

The second stage is cramped so I would like to move around/alter some structures and open it up a little. The axis spawn is currently too close to docs so might need to add on a spot in the back of the map for that, as well as maybe remove some or all of the tnt/gate objectives in the second stage.

I also want to swap the current textures and go with a radar/braundorf theme :slight_smile:


(prophett) #7

Just started redoing most of the textures from scratch - it looks a lot nicer with the old familiar green grass :slight_smile:

http://www.myinternets.ca/commieprophet/et/mp_outpost/2009-09-26-192157-mp_outpost.jpg
http://www.myinternets.ca/commieprophet/et/mp_outpost/2009-09-26-192212-mp_outpost.jpg


(Avoc) #8

Its seems as if the sky ceiling is very close to the terrain; this is not good - especially because the sky will simply eat any nades that reach it.


(stealth6) #9

lol that would be funny on a pub server, “hey where’d my nade go?!”


(-SSF-Sage) #10

This does not exactly happen if there is a tracemap. The nades will dissapear for a very short moment but will come down like it should. Without tracemap they won’t come down (just like mortar).


(prophett) #11

Yeah, I am aware of the skybox issues. Just gonna make a box around the map instead of the way I have it. Thanks :slight_smile:


(-SSF-Sage) #12

And that would mean that the vis blocking is lost. Just lift the sky a bit.


(prophett) #13

Is there a North American irc ET mapping channel? (i know of the qnet one)


(eiM) #14

doubt there is. I just created the quakenet one a year ago


(prophett) #15

Does anyone know of a good lighting tutorial? I’ve searched google and the SD useful info threads: basic map requirements & Making an ET map for First Timers (and others) and was not able to find anything. I also tried adding lightvia right clicking on my map in radient with no luck, Any help wouldl be appreciated :slight_smile:


(stealth6) #16

look for using ambient, and then just add some light in important spots to highlight them


(Avoc) #17

http://www.pythononline.co.uk/et/tutorial17.htm


(murka) #18

It’s usually a good idea to use _minlight instead of ambient.