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Forum: All Forums : Call of Duty 4
Category: CoD4 Map + Mod Releases
Release announcements of custom maps and mods other content related to Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [RELEASE] SP - "Rapture"
mikeanderson
General Member
Since: Aug 23, 2013
Posts: 7
Last: Sep 4, 2013
[view latest posts]
Level 0
Category: CoD4 Map + Mod Releases
Posted: Friday, Aug. 23, 2013 03:33 am
I completed this map a few weeks ago and I'd like to get some feedback on it. Does it install, is it fun, can you break it, etc. Any feedback is welcome!

Summary: You and Captain Price must rescue a captured teammate through stealth.

I created this level to teach myself scripting, so it is it short, but action packed!

Download it here: moddb link

My website:
www.mikeadesign.com






edited on Aug. 22, 2013 08:33 pm by mikeanderson

edited on Aug. 22, 2013 08:40 pm by mikeanderson
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SPi
General Member
Since: Jul 4, 2012
Posts: 531
Last: Nov 9, 2019
[view latest posts]
Level 6
Category: CoD4 Map + Mod Releases
Posted: Friday, Aug. 23, 2013 05:33 pm
Lovely map.
Small and well worked[thumbs_up]
see my comment in MODDB[wave]
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mikeanderson
General Member
Since: Aug 23, 2013
Posts: 7
Last: Sep 4, 2013
[view latest posts]
Level 0
Category: CoD4 Map + Mod Releases
Posted: Saturday, Aug. 24, 2013 03:23 am
thanks man! Again, if anyone has any other critiques that'd be great!
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Sunday, Aug. 25, 2013 09:06 am
short but nicely done. woulda liked to see some more fx inside the building just to sell it more but thats good. I like ur website too; Pretty good stuff, i myself took a class on traditional animation. Were you by any chance in the acmeanimation workshop? or was it called animagination workshop? ah i cant remember the name correctly. good job though.
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mikeanderson
General Member
Since: Aug 23, 2013
Posts: 7
Last: Sep 4, 2013
[view latest posts]
Level 0
Category: CoD4 Map + Mod Releases
Posted: Sunday, Aug. 25, 2013 07:30 pm
Wow, so rare to meet someone else that does traditional animation! I myself went to CalArts in Valencia, CA. That was my career path years ago, but decided to leave Disney and go into level design. Never regretted it :)

Ideally, I would've liked to have had rain and tiny waterfalls pouring in through the destroyed roof in the church, but I didn't wanna kill myself over something so minor. I'd say the level is arted to an 85% completion point. Thanks for the note!
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Monday, Aug. 26, 2013 12:05 am
no problem, i say that bc i know cal arts is owned by disney and i used to go to an occupational center where they had weekly video conference w/ ppl from the industry. Certain days were universites, others were occupational center and others were high schools....so i knew that cal arts would be in it bc the program had speakers from cal arts and others in the industry.

My friend a while ago had given me a mod that allows for the easy placements of fxs and watnot on the map and rotation elevation etc... it would make it much more easier for you to work with such things and sell your map some more. Heres a demo map i had done a while ago to show what i kinda meant:

Youtube link demo map

edited on Aug. 25, 2013 05:08 pm by voidsource

if your interested i wouldnt mind giving u a copy of it and give u a brief on how to run it so that ur maps can look much better.
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 Map + Mod Releases
Posted: Wednesday, Aug. 28, 2013 07:16 am
Awsome map. Installed and played fine. Great level design. Really loved the thunder. Did you used some place as inspiration?
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mikeanderson
General Member
Since: Aug 23, 2013
Posts: 7
Last: Sep 4, 2013
[view latest posts]
Level 0
Category: CoD4 Map + Mod Releases
Posted: Thursday, Aug. 29, 2013 02:50 am
@voidsource: I just realized who you are! Dude, your youtube videos totally helped me out on this level. Thanks so much for making them! They definitely saved me hours, if not days.
It sucks that IW couldn't release the actual FX placement tool, so any mod to help with that would be awesome. However, I'm pretty satisfied with the map's current state, even though it could definitely use more art love. I'd only wanna jump back into it if I found something pretty seriously wrong.

@3st0nian: Thanks for the feedback! I actually used serbia as photoref, among some other eastern european places. I just did a simple google image search, nothing fancy. The COD material set is actually very limiting, so it helps to narrow down your choices with reference.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Thursday, Aug. 29, 2013 03:17 am
thanks i guess... but yea i have the mod which would helps out a lot, i've had it for quite a while, ill show a video that demonstrates such things. I'll also send u the link to dl the mod as for your map, i really didnt play it to find script bugs though i could run it in dev mode see what kinda things ( if any ) i find [casanova] lol but i wont. Maybe the mod can help u for the next mod if u decide to make one.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 Map + Mod Releases
Posted: Thursday, Aug. 29, 2013 07:01 am
Heres a video i made about it. Just so u can get how its used.



edited on Aug. 29, 2013 12:12 am by voidsource

additionally heres the mod:

dropbox link

Backup original files!!!
Place all files in their respective areas.
- Run developer 2
- Logfile 1
- Developer_script 1
- Seta thereisacow 1337 ( just in case ur running a desktop
shortcut )

Run the Mod.
inside the mod folder you will find a .csv that has listed all the FXs from the game, DO NOT LOAD ALL of the FXs in your missing assets at one time; you will crash your game. Do it in small portions. Like 10 or so fxs at one time. The list is only there so can just copy and paste it into your missing assets.
If you want to see what an FX looks like, open fx editor follow the path from the csv and open that fx...thats the best way to do it.


Once you have loaded up your map follow the videos instructions as to how to use the FXs placer and make sure you SAVE at the end of placing and adjusting your FXs....save it bc it will be recorded in the logfile found inside the Mod folder. Save at the very end right before you quit the game, so that when you go to the logfile all you have to do is scroll to the very bottom and copy the section that kinda looks like this :

Code:

CreateFX entities placed: 19
toggle failed: dvar 'effect_orient' not found.
//_createfx generated. Do not touch!!
[color=blue]main()
{
// CreateFX entities placed: 19
     	ent = maps\_utility::createOneshotEffect( "amb_dust" );
     	ent.v[ "origin" ] = ( 638.352, 119.848, 10.5145 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createLoopEffect( "securityCamera_explosion" );
     	ent.v[ "origin" ] = ( -63.5258, 717.992, 109.591 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 10;
 
     	ent = maps\_utility::createLoopEffect( "firelp_med_pm" );
     	ent.v[ "origin" ] = ( -747.266, 53.8285, 47.1347 );
     	ent.v[ "angles" ] = ( 262, 102, 214 );
     	ent.v[ "delay" ] = 0.5;
 
     	ent = maps\_utility::createLoopEffect( "embers_burst_runner" );
     	ent.v[ "origin" ] = ( -724.124, 23.4783, 111.819 );
     	ent.v[ "angles" ] = ( 176, 60, 112 );
     	ent.v[ "delay" ] = 0.75;
 
     	ent = maps\_utility::createLoopEffect( "battlefield_smokebank_bog_a" );
     	ent.v[ "origin" ] = ( 522.594, 108.4, -101 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 0.5;
 
     	ent = maps\_utility::createLoopEffect( "securityCamera_explosion" );
     	ent.v[ "origin" ] = ( 232.807, -12.8733, 6.28147 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 5;
 
     	ent = maps\_utility::createLoopEffect( "dust_wind_leaves_chernobyl" );
     	ent.v[ "origin" ] = ( 574.801, -162.067, 8.00001 );
     	ent.v[ "angles" ] = ( 270, 270, 0 );
     	ent.v[ "delay" ] = 0.5;
 
     	ent = maps\_utility::createLoopEffect( "embers_burst_runner" );
     	ent.v[ "origin" ] = ( 524.865, 602.995, 47.0636 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 1.75;
 
     	ent = maps\_utility::createLoopEffect( "decompression_exitdoor_dust" );
     	ent.v[ "origin" ] = ( 520.739, 574.862, 110.148 );
     	ent.v[ "angles" ] = ( 270, 90, 0 );
     	ent.v[ "delay" ] = 10;
 
     	ent = maps\_utility::createOneshotEffect( "dust_wind_leaves_chernobyl" );
     	ent.v[ "origin" ] = ( -916.007, 615.563, 50.125 );
     	ent.v[ "angles" ] = ( 270, 270, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createOneshotEffect( "flashlight" );
     	ent.v[ "origin" ] = ( 227.599, 71.1925, 223.542 );
     	ent.v[ "angles" ] = ( 62, 236, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createOneshotEffect( "flashlight" );
     	ent.v[ "origin" ] = ( -623.199, 393.889, 61.125 );
     	ent.v[ "angles" ] = ( 190, 316, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createOneshotEffect( "flashlight" );
     	ent.v[ "origin" ] = ( -621.308, 1104.71, 61.125 );
     	ent.v[ "angles" ] = ( 344, 220, 0 );
     	ent.v[ "delay" ] = 5;
 
     	ent = maps\_utility::createOneshotEffect( "flashlight" );
     	ent.v[ "origin" ] = ( -1242.67, 393.932, 60.125 );
     	ent.v[ "angles" ] = ( 192, 218, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createOneshotEffect( "flashlight" );
     	ent.v[ "origin" ] = ( -1240.86, 1059.23, 60.125 );
     	ent.v[ "angles" ] = ( 200, 128, 0 );
     	ent.v[ "delay" ] = -15;
 
     	ent = maps\_utility::createLoopEffect( "insects_light_flies_a" );
     	ent.v[ "origin" ] = ( 190.501, 56.2283, 130.268 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 2;
 
     	ent = maps\_utility::createOneshotEffect( "moth_runner" );
     	ent.v[ "origin" ] = ( -745.572, 60.1109, 74.054 );
     	ent.v[ "angles" ] = ( 270, 98, 0 );
     	ent.v[ "delay" ] = -50;
 
     	ent = maps\_utility::createLoopEffect( "insects_light_flies" );
     	ent.v[ "origin" ] = ( -1234.91, 449.205, 76.125 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 1;
 
     	ent = maps\_utility::createLoopEffect( "insects_light_flies_sml" );
     	ent.v[ "origin" ] = ( -81.0114, 692.206, 66.125 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 0.75;
 
}[/color]
CreateFX entities placed: 19
]/quit
quitting...
----- CL_Shutdown -----
-----------------------
----- Server Shutdown -----
ShutdownGame:
------------------------------------------------------------
      dvar set sv_running 0
      dvar set com_timescale 1
---------------------------
Unloaded fastfile stealthy
Unloaded fastfile common
Unloaded fastfile mod
Unloaded fastfile code_post_gfx



IF you already have a thread and fx in there, then just copy the main stuff into your thread, such as:

Code:

 
     	ent = maps\_utility::createLoopEffect( "insects_light_flies_sml" );
     	ent.v[ "origin" ] = ( -81.0114, 692.206, 66.125 );
     	ent.v[ "angles" ] = ( 270, 0, 0 );
     	ent.v[ "delay" ] = 0.75;



Lastly, its been a whole while since ive modded so i might have overlooked or forgotten something, so just adjust accordingly and to your discretion. Enjoy. :)

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