Mapping

All about Maps making, tools & proposals

Something about *.ents files

Maybe I just discover America for another time, but anyway I want to share some experience.
When I played on my map vq3dm19ctf3 at !!!RUS-RAIL-CTF!!! server, I saw that due to its config it would be better to move the flags from the upper platforms to lower ones. But I didn't do it then. Then I dropped mapping. Recently I return to this idea. But as I had deleted all the programs, their distributives and even my projects, I decided to make a proper vq3dm19ctf3.ents file.

Map for players vision

Here is an example of a map where you can watch all the players. A picture of the whole map weighs on the wall. It marks the halls captured by the players of the team - for example, green and red. If the players are present, both teams - the color is divided in half.

https://youtu.be/xE1ZTyRbCI0

Mapping & Anti Wallhack

V1979 wrote:

/ wrote:
just question, can you make excessiveplus ranking maps with translucent walls...

I've thought of it...

Another question is "door".
I noticed that through the door does not see any Wallhack. You can make the entire map of a material like the door?

Or only Enemy Model?

Conversion of maps from Q4 and D3

Here are the maps that I have successfully converted.

NB! This version of VQ4DM7CTF (map-vq4dm7ctf-.pk3) requires textures from map-vq4dm7lite.pk3, too, because of limitation at this site (files must be smaller than 8 MB).

Manual how to converts maps from Q4 and D3.

Instruments:

1. QuArK 6.6.0 Beta 6 from here http://quark.sourceforge.net/
2. GTKRadiant 1.6.3 (not 1.6.4, as its Surface Inspector works incorrectly) or a good old Q3Radiant 2.0.2
3. Q3MAP2 (q3map2_fs_20g or 2.5.17)
4. BSPC (2.1i)
5. Paint.NET

Algorithm:
1.

Direct modification of BSP files

Some time ago I discovered a nice method of direct modification of BSP files. It has some limitations, but anyway it works.
Recently, I've been asked to modify the map "Courtyard" (QL variant of the map q3w2 "Courtyard Conundrum"). The purpose of modification is to substitute QL textures with original Q3 textures from \baseq3\pak0.pk3.

Doom 3 Map Pack [SOLVED]

Guys, if you have "Doom 3 Map Pack", send it to me, pls.

Q3tourney5 and similar maps

I suggest using q3tourney5 and similar maps (with opaque fog) in singleplayer only, because it's too simple to cheat on this map with fog shader.

Here is the original shader:

//Tim's fog for map tim_dm1
textures/sfx/fog_timdm1
{
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
//fogparms ( .615 .309 0 ) 1800
fogparms ( .615 .309 0 ) 616
}

And here is a modified one (for example):

//Tim's fog for map tim_dm1
textures/sfx/fog_timdm1
{
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
//fogparms ( .615 .309 0 ) 1

Missed map objects [SOLVED]

When I convert a *.bsp file to a *.map file, some *.md3 files lack and I see in my Q3Radiant an orange box instead of a model.
There are no such *.md3 files in pak0.pk3 - pak8.pk3 files. As I can see, such models are in-built into a *.bsp file while compilation, and after compilation there is no more need in such *.md3 files.
My question: where or how can I get such *.md3 files to use them in my maps?
P.S. I've met such models in original Q3 maps and some custom maps. Thus, one can get them somehow.

q3Cityy_pak1

These are remakes of maps by Cityy!

/map q3Cure [FFA]
>>>

/map q3Gutter [1on1]
>>>

/map q3Paranoid [TDM]
>>>

q3Cityy_pak1
>>>
https://www.sendspace.com/file/us77r0
http://www.file-upload.net/download-11301985/q3Cityy_pak1-Test.zip.html

Q3 Tei Tenga Stations

These maps come from DOOM!
Ive been workin on all simultaneously for a long time.

q3tts1 [1on1]
>>>

q3tts2 [FFA]
>>>

q3tts3 [CTF, small]
>>>

q3tts4 [CTF, medium]
>>>

q3tts5 [CTF, medium]
>>>

q3tts6 [CTF, medium]

q3tts7 [1on1, medium]
[img]https://

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