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Building the Box Again

This is the second of my tutorials on how to make your own Return to Castle Wolfenstein: Enemy Territory maps. This tutorial will concentrate on buidling on to the one box and adding some to the scripting and more!

Last Update: August 1, 2004

Step 1. Begin Again

Click for Full SizeFirst open Box 1 from the first tutorial. If you didn't do the first one, you should check it out or you can create a box with spawn points etc in it.

We're going to add a second box to this one and make an opening between them that can later contain a door. We can them move one of our spawn areas over to the other side and voila ... Conflict!

Step 2. Getting your Bearings

Draw the BoxThe first thing I did was to move my current box to an easy to view place. Inside the 2D pane you can right-click and then drag around to move your map where you want to see it. Use "Insert" and "Delete" on the keyboard to zoom in and out of the 2D pane. In the 3D pane you right-click once to place your cursor and then you can move around just like in the game to zoom out and in and move around. Once you have both the 3D view where you like it and the 2D we'll draw our second box.

Step 3. Draw the New Box

Draw the New BoxOk, notice that I start my new box at the inside section of the wall and then drag out to the size of the room I want. Then don't forget to check all your angles Change Views Button to be sure that your box isn't only 8 units wide or something weird like that. Since I already had a texture selected, my new box is automatically covered with that texture.


Once you have the two boxes lined up with the new one selected click the button again to make the new box hollow as well. Now de-select everything by Shift-Clicking on each wall until you have nothing selected. In your 3D view go to the center wall and Shift-Click it from both sides. This selects the wall you just made as well as the wall that was already there. We don't want two walls sitting on top of each other think of the censors. So, now that we have both selected go to "Selection" -> "CSG" -> "CSG Merge" (CTRL-U) or click on the button. This will merge the two walls into one. Yay! The texture we applied to the first wall now transers over to the new Unified Wall.

Go ahead and texture your new room however you like. While your at it, shift-click on one set of spawn points and drag them over to the other side as well. (the dark side - Don't forget to put a light in here -Right Click - Light - 256 place in nice spot) I've also added another spawn point to each side and moved our info_Player_Deathmatch closer to the ceiling and rotated 45 degrees. This map can now be played by eight people, however, it's probably more suited to 6 or 7. The problem right now being that one side cannot see the other.

Step 4. Make a hole in that thing

Making the HoleSo if all went well, you now have something similar to this with two rooms, a bluespawn in one and a redspawn in the other. Lights in both rooms and all textured up.

Now in the overhead view on the 2D map draw a new box over the connecting wall. We are going to beHole Detail subtracting this box from the wall so make it the width that you want to be open and be sure to extend it past the wall width wise. Here's a detail view of my box (Edit: from a different drawing but you should still get the idea). Check all your views to make sure you box doesn't go up into the ceiling or down into the floor. It should just fit in the opening. If you don't want your door opening to go all the way to the ceiling then don't draw this box that high.

Once your box is just where you want it click on (Selection - CSG - Subtract) to subtract your new box from the wall it's sitting in. Nothing happens. But now hit "Backspace" to delete the box you just drew and there's a hole dagnabbit a hole! Through this hole the arch-enemies will be able to go and shoot at each other. I don't know about you but this map is starting to get too exciting.

Step 5. Other Changes

First thing to remember is hit 'N' and change your mapcoordsmins and mapcoordsmaxs to the new values that will still give you a big square so that your limbo map looks right.

OK, so really you could compile this thing and repackage it, but let's open our scripts from Box 1 and add a little to them. Remember when you save them in the new Box 2 directory to rename them the same as your map name. Here's the code I added to my Spawn section of the game_manager.

	wm_setwinner		0
	wm_axis_respawntime	20
	wm_allied_respawntime	15
	wm_number_of_objectives	1
	wm_set_defending_team	0
	wait 2000

You can see my scripts here: boxtut2.arena boxtut2.script If you load these up you'll see I've commented each line by using // before my comments. Everything after the // is ignored so you can add whatever you like. It's also a good idea to start your file off with some comments about when you updated it and how to contact you.

Step 6. Save It etc.

Screenshot of Box 2Now I've saved mine under a new folder, compiled it like before packed it up and went in to play. Have your friends over. Throw a 3 day LAN party. It's all good. Here's a picture of the evil Axis Medic preparing to launch an attack on the non-existent allies.

When suddenly he is killed, obviously due to some devious mind control attack.

 

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If you have any questions or find any errors or omissions please let me know at dockaos at rolandit.com