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Topic: Starting from scratch... little insight needed. |
| Mortician |
General Member Since: Mar 2, 2009 Posts: 117 Last: Jul 13, 2009 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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| Mortician |
General Member Since: Mar 2, 2009 Posts: 117 Last: Jul 13, 2009 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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| arachnofang |
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General Member Since: Nov 16, 2008 Posts: 505 Last: Sep 9, 2012 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Friday, Jun. 19, 2009 10:44 pm |
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Here you go mate! This is something that helped me out a lot when i first started, gives you a good perspective on sizes etc....
GAME PLAY STANDARDS
Code: Doorways and windows
Doorways = 56 units wide/96 units high
For high traffic areas it is sometime best to make it a double door.
Double door = 128 units wide/96 units high
Window Height = 32 units from floor to the bottom of the window frame.
Window Frame = minimum of 46 units wide 72 units high. (Inside diameter)
Stairways
Interior = 8 high / 12 deep 64 unit min. width
Hallways
Hallways = 128 units wide
Walls
Building wall/One story high = 128 units high
Wall thickness = 8 units
Columns = 32-48 units wide
A 32 unit wide column is barely enough to still offer valid cover for the
player. And after the column_cover node animations have been added 32-48
units will also provide valid cover and firing angles from both sides of
the column for AI as well.
Streets
Large - Four car width = 512 units
Small - Two Tank width = 320 units
Alleyway – small street = 192 units wide
Sidewalk
Small = 128 units wide
Medium = 192 units wide
Large = 256 units wide (this is more for Singleplayer levels)
Cover
Standing cover height = 48 units high
Crouching = 32 units
Prone cover height = 16 units high
Prone crawling height clearance = 32 units high
Engagement ranges
These would be the range at which a firefight takes place. These ranges
make sure the player is shooting at a target that is a good size to hit
and interact with. This will help keep the levels from getting too big
and having pixel shooting distances.
There is a model in the game called mw_scale_soldier. It has two rings
around him, one at 512 and one at 1024. Based off of COD2’s weapons
settings, 512 was a good distance to shoot an SMG at a target and 1024
was a good distance for a rifle. These can be adjusted if the new weapons
get changed drastically. You can drop the model in your level to make
sure your geo is not getting too big.
If you follow the sizes as closely as possible for your first map you should end up with a very playable map and in the mean time gain a certain amount of expertise come the end.
hope it helps.
Ian. |
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| Mortician |
General Member Since: Mar 2, 2009 Posts: 117 Last: Jul 13, 2009 [view latest posts] |
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| arachnofang |
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General Member Since: Nov 16, 2008 Posts: 505 Last: Sep 9, 2012 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Friday, Jun. 19, 2009 11:32 pm |
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I'm currently working on custom wall and floor textures which i will upload in the next few days, as for prefabs, have a look in the downloads, there are loads of prefabs, if you download prefabs from other call of duty games, some of them will end in .pfb. rename .pfb to .map load the map into radient, it will all be green chequered, press 'i' to hilight everything then choose a plain concrete texture and apply it, press escape then you can see it properly, then just delete stuff in there you don't want then re-texture to what you want it to look like. also here is a link for prefabs...
prefabs
Hope it helps.
Ian. |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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