Show off any maps you've made or would recommend!
 #69618  by jawfin
 
I've given up waiting on the person I asked to do this for me (for shame) and so will start to slowly roll out some of the SP maps on KR set to run for FFA. I've already done Academy1 (/ammap 0 academy1) which any arbi/council can load. I removed npcs and the random models and put in multiple spawn points, health and armor. Let me know any thoughts on whats been done there already.

I'm looking for suggestions for other SP maps that would make good for a FFA map (so if anyone suggests t2_trip I'll just delete your post). If its done so we are all happy with it, we can also consider changing the map rotation to load it. If people want academy1 in the rotation then say so as well.

So, start scratching your collective heads and come up with ideas. By the way, for anyone interested in doing these map mods themselves then let me know!

 #69619  by BadWolf
 
sorry jaw, i know you were counting on me {not really but you know >.>}

i shouldnt have tried picking it up if i wasnt going to get it done

 #69620  by Fazz
 
ctf1, ctf3, and ctf4 i would say, i would offer to do them, but im clueless on mapping

 #69623  by ForteGigasGos
 
More maps to own on, thanks Jaw. The same three maps over and over can get boring >_>

CTF1 is the one we did, 3 is Hoth right? I don't know JA's ctf maps that well, only JO's (some reason I can't /devmap them). Which are 2, 4 and 5?

 #69628  by Evan
 
The one map i think is called t3_Rancor or something like that...can't remember the name but it was the one with the mutant rancor....it might acutally might be a good one to put in (just convert it >.> <.< so people won't get eaten by a mutant rancor)

 #69629  by Fazz
 
ctf1 is imperial drop
ctf2 is hoth - which is why i left it out :P
ctf3 is yavin hilltops
ctf4 is the one in a city

 #69630  by AJ
 
Admin Rooms are nice :|

 #69639  by jawfin
 
I made an attempt with t1_sour which I thought would be a good FFA map. I can remove the npcs ok but I don't know how to open the doors that are locked with scripts/triggers/npcs - if anyone knows how to do that let me know please!

 #69640  by AJ
 
Jawfin wrote:I made an attempt with t1_sour which I thought would be a good FFA map. I can remove the npcs ok but I don't know how to open the doors that are locked with scripts/triggers/npcs - if anyone knows how to do that let me know please!
*Hopes LK knows* :D

 #69642  by Rugg
 
Jawfin wrote:...but I don't know how to open the doors that are locked with scripts/triggers/npcs - if anyone knows how to do that let me know please!
have you tried kicking them? that usually works for me :P

i would love to see some SP maps on here. would it be possible to have the map with that train thing you need to make your way to the front where the bomb is? sorry i can't remember the mission, it's been a long time since i played SP :(
i wish i could help man, but as i've said elsewhere, "i can barely use the console commands" ;)
however if there is anything i can do to help then please let me know.

 #69643  by SilentOne
 
sp maps does sound fun maybe t3_hevil also and for doors i can ask some of the boss people who edit their maps hatchet keeps in touch with them. but im pretty sure its a simple thing that we cant figure out ^_^

 #69648  by Akimoto
 
All CTF Maps in order. (A-Z, 0-9)

All Duel Maps in order. (A-Z, 0-9)

All single player maps (that's available, and without bugs and glitches that may crash the server) in order. (Mission 0-9)

All siege maps in order. (A-Z, 0-9)




Jawfin wrote:I made an attempt with t1_sour which I thought would be a good FFA map. I can remove the npcs ok but I don't know how to open the doors that are locked with scripts/triggers/npcs - if anyone knows how to do that let me know please!
...I will assume it can be done by editing the map (decompile bsp?, lugor?), removing the script, adding a proper door open/close script (even if they havent downloaded the "updated" map, the doors should open/lock properly)
Last edited by Akimoto on Tue May 18, 2010 8:17 am, edited 1 time in total.

 #69686  by jawfin
 
With t1_sour opening the doors wasn't so much a script as it was hidden in a cutscene as you get tele'd to a different part (though the same looking) part of the map, so I can't activate it with triggers in the entities (but it could still be done by tele portals).

I've done map duel5 (/ammap 0 mp/duel5) although the duel maps are FFA friendly as they already have bot routes and multiple spawn locations. So all I did was put some health on it, but way away from the FFA area.

 #69687  by Evan
 
Awsome jaw :D

 #69690  by ~LK~
 
Just checked out duel5.. loved having it for ffa. Great idea Jaw!!!


ohh.. found the med packs mmuuhhaaaa!

 #69775  by jawfin
 
/ammap 0 t1_danger
is now available.
Its the sandworms map, but regrettably, no sandworms.

It has multiple spawn locations to stop spawn fragging. I also put in a bot route. Health and armor in the ship, and we can use the cockpit of the ship as a jail.
The map is bigger then it looks, and is swoop friendly.

If people want these maps on rotation then offer your opinions. Could also change the map time from 2 to 1 hour so its more interesting, and we aren't stuck on the less liked maps for so long.

 #69776  by Rugg
 
i haven't had a chance to get on since the rotation change, but dropping the time limit to 1 hour seems like a good idea to me. :)

 #69811  by jawfin
 
/ammap 0 mp/duel6
is done

I put health in areas that are reachable without grapple, and I edited duel5 for that same reason - only fair for the newer visitors.

 #69910  by jawfin
 
/ammap 0 t3_stamp
is done :D

This was the hardest one so far; its the mutant rancor map (maybe his name is Stampy). Took out the npc's, put in bot routes and healths (away from the open areas). I spent a lot of time to have the box carrying cranes still running, keeping the jail around the rancor but removing the door in front of it, knocking out the rancor-only door openings, and having the conveyor belt stop (edited a shader) without making your player go all wonky which happens by default!

edit: daw, editing a shader on the server wont make any change for the people connecting, so the conveyor belt still appears to be moving.

edit: edit: the map was too large for FFA so I've locked one of the doors half way through it, so you dont even see the en part now (although you can tele there still). Bot route and spawn points updated to suit too.

 #69988  by jawfin
 
As he lines up his triple post...

I've done some editing to t3_stamp. The first big rancor door can be open and closed with a switch, ditto for the force field jail inside it. Inside that there is a gun placement too :P

Now I've figured switches out (thanks to Boba Fett!!), there isn't much I can't do (within the limits of entity editing) - except perhaps embedding a bsp.

 #69991  by Evan
 
awsome!

 #69996  by jawfin
 
t3_stamp is my play map !

Improvements: A hidden switch to the locked off second half of the map. It will open the connecting door which can be closed again from the other side. When you close it there is a one second delay allowing you to go through it so it locks behind you. As this forum is public, I won't post where the switch is here.

At the end of the second part of the map is a teleporter back to the start. And there is a jetpack hidden in the map somewhere too :o

I took the gun placement out - it was crashing me, so would probably crash others too.

 #71303  by ForteGigasGos
 
Whats the first map in SP? I know it has that spot at the end that may be good for duals. It was like a large temple structure on a pond, maybe check to see if that map could work.

 #71306  by jawfin
 
Yea, I had already checked it out. its yavin1b.
I was just talking to Fal about that place too :P
But its only used for cut-scenes and viewing from one angle. Its not really complete and you can fall off the side of the map. The temple is solid so I can't carve rooms out of it - it just didn't seem to be friendly enough for MP.

Keep up the suggestions though folks, I can use all your eyes and thoughts!

 #71318  by ForteGigasGos
 
What, I went into the map in SP, the stormies didn't appier and I was able to run over, it was the first level, not the cutscene version. I jumped over and looked around the area.