W:ET Map source files released
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27 Jun 2008, 18:35
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News
To celebrate Wolfenstein: Enemy Territory's five years birthday Splash Damage and id Software have today released the source .map files for the six original maps of the game (Battery, Oasis, Fueldump, Goldrush, Radar, Railgun). With these source files map makers can now change these maps to their liking.
This is great news for the competitive community as map makers can now freely make changes to the stock maps in order to make them more competition friendly.
News article on the Splash Damage website
Download link of the map source files
This is great news for the competitive community as map makers can now freely make changes to the stock maps in order to make them more competition friendly.
News article on the Splash Damage website
Download link of the map source files
in oasis you need to split with ur team and get a real tax, and knowing the map good, been more focus on the ob
on braundorf its nade throught wall and you won the map
of course it's a good thing that engine code gets released as it would allow coders to do new games based on it or other fun projects (movie making improvements for example), but for competition it's pretty much useless
The second part needs a lot of work and I wouldnt use sw_oasis as a model to improve on. It only made the second part worse, maybe add a little more spawnprotection like they did with sw_gold, but the closed back would suck if allies spawn that far ahead.
I would start from the old oasis, add the flag and make some changes. I see no reason to connect the two guns. I would keep the door from axis spawn => mg, but I wouldnt move the mg ladder like sw_oasis did, and remove the whole backentrance crap like they did. I'm sure there could be some other changes but making a beta with the advanced spawn would be a great start.
+ they need the suprise factor in the map. abit of lotto would do the map some good.
like radar you have the lotto factor!
The reason why radar is my favored map is cause it never gives you the same game twice, which is something you cant say about all these linear maps like grush / sd2 ... its pretty much the same all the time.
What was wrong with giving it earlier.
I doubt this is gonna change alot.
:DD
The text is about the sorce files I know, but the comments are about new unreleased maps ;/
http://www.splashdamage.com/forums/showthread.php?t=15283&highlight=unfinished
I still don't get why people want the maps that were worse than the six maps that we did get. :P
Level Design
Matt 'Wils' Wilson Lead Level Designer
Simon 'sock' O'Callaghan Senior Level Designer
Mark 'nakedape' Fry Designer / Writer
Thomas 'Q-Fraggel' Creutzenberg Level Designer
Chris 'SHoD' Farcy Level Designer / Artist
"Lloyd 'LloydM' Morris Level Designer
Lee 'Llama' Mercer Additional Level Design
tell us .....
radar
battery
sw_goldrush
supply
sw_railgun
oasis_de (!:D) - link to thread about changes.
(sp_delivery)
and give us the other 6 maps nao!
no i am just interested how it technically works to design a map, would be nice if can give me some infos :)
[ger]
http://home.arcor.de/q3michel/tutor/tutindex.html
[/ger]
This is a perfect tutorial to learn the basics of Q3-engine mapping.
Did some Q3-maps with it...tried ET-maps but my motivation sucked, so i stopped.
It´s pretty similar to ET, you just have more entities and scripting possibilities in ET...
edit: use GTK-Radiant...
http://4newbies.planetwolfenstein.gamespy.com/curriculum.htm
By official I mean accepted by leagues and so on, if so who would decide what changes are needed and who will actually do the changes?
Rather than end up with a dozen _te versions of each map by various mappers who will all have their own idea on what is best it maybe an idea to try and cooperate with a few mappers and leagues and clans and so on and try and come to some sort of general consensus on how to improve a said map and work from there.