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Re: mp_motel - my first waypoint project
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SA_RTCW
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Join Date: Jan 2006
Default Re: mp_motel - my first waypoint project - 07-02-2006

You don't often get many second chances and changing an old map without the original map file is one of them. I already tried that with mp_refinery in order to fix the doors and music and that was a dead-end.

I was nearly finished waypointing mp_motel (did I mention I finally got the bots to run around and play the map like it was intended to?) when I realized that I really wanted to make some significant changes to this map as well. For instance, I wanted to lower the bedsheets that hang over the bed even more so that they provide cover and concealment. The original map has them high enough so that you could crawl underneath them.

Well, I tried using a bsp decompiler again and thank God this time the decompiler worked pretty well. All the structural elements are intact, as well as the entities like teleporters, spawn locations etc. The only minor issues are resetting the angles of the models (boots, clipboard) and fixing the scale of the textures. I think the main reason why I didn't have some of the issues that are normally associated with a decompile is that nearly all the "brushes" (structural elements like walls, floors) are MEGA sized. Hell, the width of the outer walls is like equal to 4 times the width of the player/bot.

Now I have this rare opportunity to make my map more bot-friendly and better overall, considering that I didn't have the original map file to start with. For one thing, I'm going to change the vents so that walking on them will destroy them, instead of shooting/explosives, which means I don't need the barrier removal code which I thought I would.

If it wasn't for the fact the my interest in RTCW was slighly peaked when I noticed one of my maps being waypointed, I wouldn't be back in this whole mapping/waypointing business again. I had forgotten how fun it was not only to play maps, but to make them as well!
  
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