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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
So
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 although 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 e 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 >>>>
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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