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Doors of Doom

In this tutorial we are going to start from scratch and build the great map "Doors of Doom". This is a map for Return to Castle Wolfenstein: Enemy Territory that supports up to 32 players.

Last Update: August 1, 2004

Step 1. Start at the Beginning

Click for Full SizeSo from a blank map, we are going to create a huge room. Then divide this room into four smaller rooms with doors connecting them all. We're going to add enough spawn points for an entire team and maybe even an objective. This will be our first playable map!! Sweetness.

Let's start by drawing the huge box. I've made mine from (-384,384) to (384,-384). Mine is also 128 units high. Click on the hollow button to make your room hollow.

Step 2. Add Some Walls

Now that we have a box, let's draw a wall right down the middle. Make these walls 16 units wide. This will allow extra space to place our doors in them. I drew the first wall across the entire way as well as the second. I then textured all of the walls, floor and ceiling from the castle set of textures. We now have our four rooms althoughAdding the last wall, click for full size there is no way to get from one room to the other. We're going to add some holes first similar to Box Tutorial 2 then add all of our important map components like spawn points, etc.

 

 

Step 3. Making Holes

So now that we have lots of walls, go to the connecting wall of each room and draw a box where we will be making our door. I've made all of mine not quite touch the ceiling and they are 32 units wide.

Go ahead and knock a hole into each of the four connecting walls. When your done you should be able to move around your entire map from one room to the next to the next. I've included a top down shot of my map and you can see each room now has two doors. One in and one out :D

 

 

Step 4. Make it a Map

Okay, before we forget let's go set that WorldSpawn information. Hit 'N' on the keyboard and add the key-value pairs:

Key: mapcoordsmins Value: -448 448
Key: mapcoordsmaxs Value: 448 -448

This will insure that our command map and limbo menu work properly. Close the entity window. Okay, now right click in the 2D pane and go to Info then info_Player_DeathMatch, since this is where players will spawn in spectator mode put it somewhere nice looking at some sweet mapping. Make sure to de-select it by pressing ESC or shift-Clicking it, otherwise when you insert the next entity it would replace the selected one. This is also a good time to add your script_multiplayer I like to put it near the spec so you can remember where it is. Don't forget to add the key: scriptname Value: game_manager pair so that our scripts will start.

Let's add our Axis spawn point now. Right click on the 2D panel and go to Team and select team_CTF_redspawn place it in one of the rooms towards one corner, make sure it is above the ground using your change view () to check all the angles. Once you have it where you want go to the top down view. Now press the space bar and you will get a duplicate of your spawn. Place this one beside the other one and do it again. Soon you should have 16 spawn points. This is the minimum recommended for these multiplayer maps.

Now of course we also want to add a team_WOLF_objective for this spawn point. So make sure nothing is selected by pressing "ESC", then right click on the 2D pane and go to team then team_WOLF_objective. You can see that I place mine in the middle of the spawn points and slightly above so that I can see it easily while travelling through the map. With it still selected hit N to bring up the eAllies Spawn.ntity properties. Add the following key values:

Key: description Value: Axis Spawn
Key: spawnflags Value: 0

You should do the same now for an Allies spawn on the other side of the rooms. Don't forget you can use the properties editor to change the direction the spawn points. For this team_WOLF_objective make the values: Allies Spawn and spawnflags set to 1. Wow that's a lot of spawn points. Okay, here's a copy of my doortut.arena file and doortut.script file as they are at this point.

Step 5. Lights, Camera, Action

Okay, now all we need are some lights and we can compile this map, invite our friends over and check it out. This time instead of just inserting a generic light object, lets build a florescent light. Start by creating a thin box right against the ceiling. I've put mine in the center of the room. Now under the texture menu, go and select the 'light' set. This will load a bunch of new textures into the texture panel. The great thing about these textures is that they already have a light entity built right in. So one you apply the texture the block will automatically light up. Fantastic eh? As you can see I chose the 4000 series, but try out whatever you like. So now that we have everything ready you should be able to compile the map and play it. Here's some screen shots I took from a map that was at this stage:

On to Part 2 >>>>

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