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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
First
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
The
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
Ok,
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
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
So
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 be 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.
Now
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.
Return to Wolfenstein
Main
If you have any questions or find any errors
or omissions please let me know at dockaos at rolandit.com
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