Train Robbery Map -1 reply

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#1 16 years ago

Ok, I've been away for a while, sorry for that, but my kind of work expects that from me.

I'm still wandering about with this idea in my mind and tried to start a train robbery map. The idea is great (to my humble opinion) and objectives, layout etc are all worked out, so I decided to install EasyGen and GTKRadiant..... what a HUGE mistake!!! After reading millions of mapping tuts and as many attemps to start a map I was about to throw the computer out of my window (I live on the 6th floor) and that was after 2 weeks of frustrations. Is there a point you ask? Well actually there is, I would like to get involved in creating maps for WW, I'm ok with storylines, graphics, manuals, stories but for some strange reason the 3D gets heavily on my tits (sorry ladies). My question is: Is there anyone who want's to creat a map together with a bunch of people?




Capt. Queeg

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#2 16 years ago

I think it is a good idea. I'd like to see more details about your idea...




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#3 16 years ago

Allrighty then....

click on the link below for the map layout and read on; http://users.skynet.be/paulsplace/wildwest/train_robbery.jpg

Map Information:

Bandits Objectives: 1. Send fake ‘all clear’ message to other town so train leaves (telegraph office). 2. Blow up Bridge 1 within 7 min. after sending message. 3. Blow up Safe in last wagon of the train and take the gold. 4. Escape via Bridge 2.

Cowboys Objectives: 1. Defend the telegraph office. 2. Prevent the bandits from blowing up the bridge within 7 min after sending the message so the train can pass safely. 3. Defend the train and the gold.

Objectives Specs: 1. If the bandits blow up the bridge before sending the message, the train won’t come, cowboys win. 2. If the bandits don’t blow up the bridge within 7 min after sending the message, the train will pass, cowboys win. 3. If the bandits don’t escape with the gold before level time is up, cowboys win. Map Specs: 1. All buildings are accessible; the four houses on the right side are only accessible from the town side. 2. Tunnel has to be freed at both sides (in or outside) with explosives before accessible. 3. The river can be left only through the well or the ladder behind the graveyard. 4. If hit by the train, you die :nodding: 5. If you shoot someone innocent, you go to jail (jail has four windows, so you can follow the game from there on) :Censored: 6. Man at the counter of hardware store delivers unlimited ammo to whoever visits him. :giggle: 7. Safe in the Bank can be blown up, but is empty :p 8. At the top of the second wagon of the train is also a machine gun. 9. Innocent people: Hardware Salesman, Barber, Piano Player (Saloon), Hooker (Hotel), Man taking a bath (Bath House). :rolleyes: 10. People bandits (not cowboys) can shoot: Postman (Telegraph Office), Bank Employee (Bank) :naughty:

Hope this gives a little impression.




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#4 16 years ago

Wow, great ideas. You've put a lot of thought into it. But...(yes there always is one), do you know how much work goes into making animated models of people? I don't, but I imagine making 8 of them is quite ambitious. Also, you said that every building is accessible. I would have loved to be able to do that with Battlecreek, but the map has to be playable on a Geforce2. Also, it looks like a mighty long walk for the Bandits after every spawn. Their shortcuts don't seem very short. How about having a checkpoint somewhere in town so they spawn closer. You also have to hide the edges of the map, so will the train make a turn, or have a tunnel on both ends? All in all, it's a really good idea, I just think you should make something a tad less ambitious first, unless this is your full time job :)




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#5 16 years ago

Gringo StarrWow, great ideas.[/QUOTE] Thank you ever so much

Gringo StarrYou've put a lot of thought into it. But...(yes there always is one), do you know how much work goes into making animated models of people? I don't, but I imagine making 8 of them is quite ambitious. Also, you said that every building is accessible. I would have loved to be able to do that with Battlecreek, but the map has to be playable on a Geforce2.[/QUOTE] I agree, but don't know how much entities(???) you can use in one map.

Gringo StarrAlso, it looks like a mighty long walk for the Bandits after every spawn. Their shortcuts don't seem very short. How about having a checkpoint somewhere in town so they spawn closer.

True, but it's still an idea in my mind, and things will always change.

[QUOTE=Gringo Starr]You also have to hide the edges of the map, so will the train make a turn, or have a tunnel on both ends?

Tunnel on the one side and a corner just after the bridge.

[QUOTE=Gringo Starr]All in all, it's a really good idea, I just think you should make something a tad less ambitious first, unless this is your full time job :)

That's why the poll's there, I do have tons of ideas but as you might have read in my first post, little patient with 3D editors, somehow they just hate me.




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#6 16 years ago

I know I've proposed a group effort in the past, but I think it takes too much effort to collaborate. I think the max would be 2 people working on something. I could be wrong, or change my mind. If you don't all share the same vision, I don't think it'll work. Also, if you're not good at using a 3d editor, then you have to practice! :) Try making a map the size of a single room. What do you have to put in it to get it to run in the game? Play with the terrain making tool like EasyGen.

Also, about the max entities, your map when running shouldn't exceed about 600. Not all entities are included in that #, so only use the # reported by Radiant as a rough estimate. But, that's not why Battlecreek has fake buildings. I think you may have meant "brushes", which the video card has to draw. The more detailed your buildings, the more brushes (in the form of triangles) must be drawn. You can lower r_speeds (triangles) with hintbrushes, but you must know how they work before designing a map. I still can't wrap my head completely around them.




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#7 16 years ago

Gringo, that's exactly the problem, EasyGen works fine, made the lay-out, adjusted the heights etc, add the textures, and exported the whole nine yards as described in the tuts. The installed Radiant, set it up as described in WW mappers pack, tried to compile a map (ok). Started WW, load the map through the console and WW reports that the map is not made for WW. Any ideas what I've done wrong?




Capt. Queeg

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#8 16 years ago

Yup. Set wildwest=1 on your worldspawn entity. (Worldspawn right Gringo?) That will get you up an running. The mod looks for that value to determine if the map is for wildwest or not. Look in the readme file of the WW map pack. It explains it there...




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#9 16 years ago

Yep that's right Queeg. But I'll re-iterate for the heck of it.... Hit the N key to bring up the entity window in Radiant. Then scroll down and select worldspawn. And add the key "wildwest" with a vaule of "1" (no quotes).




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#10 16 years ago

Wait, is that what stopped you dead in your tracks El-Paolo? You gotta be willing to go out and get help. Try Tram Design.net (no they may not know the wildwest 1 trick in worldspawn, but that's the extent of the difference between wolf). You really have to be determined to stick with it.