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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Lets get this party started
foyleman
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Since: Nov 7, 2001
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Category: CoD Mapping
Posted: Friday, Nov. 21, 2003 03:17 pm
hehe.. ok. If you can map for a quake engine game, you can map for Call of Duty. It uses the ever-familiar Radiant editor. Here are some clues to get you started:

• Download the tools and install the editor
• you can go ahead and start mapping (I suggest starting with a test map consisting of a small room, a light, and a player starting point)
• compiling is a bit more tricky.
- close the editor after saving your map file.
- edit the file C:\Program Files\Call of Duty\Main\maps\dawnville.bat and replace occurances of "dawnville" with "yourmapname"
- save the bat file (under a new name is suggested) and run it by double clicking the file
- the map will compile and open the game a couple times to complete the process (it's not going to automatically start running the map)
- copy your new bsp from C:\Program Files\Call of Duty\Main\maps and place it in a the new folder C:\Program Files\Call of Duty\Main\maps\mp
- open CoD MP (run the game) and click server options. make sure "Pure Server" is set to "NO"
- open the console with the ~ key and type "map yourmapname"

The map should load and you should be in the game.

I haven't gotten any further than this myself, but it was fun getting here.
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foyleman
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Category: CoD Mapping
Posted: Friday, Nov. 21, 2003 03:34 pm
Seems there is something that needs to be done to compile a MP map. The bat file runs the CODSP for compiling which is for single player. I think this is why my player spawns in the test map but cannot move (like the player is stuck in the ground).

The player is spawns in at that 0,0,0 axis and I don't think is spawning in at the info_player spot.

Any ideas are welcome. I'll be back later today to try some more tests.
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twitch
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Since: Jun 15, 2002
Posts: 63
Last: Sep 3, 2006
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Category: CoD Mapping
Posted: Friday, Nov. 21, 2003 03:53 pm
is this correct? I would just make a brush and then select it, bring up the entity window and turn it into a "mp_deathmatch_spawn" because all I saw in the 2d window for right click was the ability to only add the info player start and that is a single player spawn.
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foyleman
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Category: CoD Mapping
Posted: Friday, Nov. 21, 2003 09:13 pm
what I had done (and I don't know that this worked because I couldn't move in the map) was deselect everything and then bring up the info_player entity. It created the entity for me and when I checked out the entity properties it mentioned that this was for player_deathmatch as well.

I don't know about the dm spawn point. I could start up a test map, but couldn't move in the map once it started... like I was stuck in the floor at 0,0,0 axis even though my spawn point wasn't there.
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foyleman
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Category: CoD Mapping
Posted: Friday, Nov. 21, 2003 09:33 pm
:P found out there is a separate deathmatch spawn point that's not under info_

I used that entity and everything is working great now.

Next... hmmm... may I will look into textures.
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twitch
General Member
Since: Jun 15, 2002
Posts: 63
Last: Sep 3, 2006
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Level 3
Category: CoD Mapping
Posted: Saturday, Nov. 22, 2003 06:15 am
So, did you do what I mentioned in my earlier posts??

Quote:
is this correct? I would just make a brush and then select it, bring up the entity window and turn it into a "mp_deathmatch_spawn" because all I saw in the 2d window for right click was the ability to only add the info player start and that is a single player spawn.

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Shoot
General Member
Since: Jun 22, 2002
Posts: 260
Last: Mar 22, 2008
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Level 5
Category: CoD Mapping
Posted: Saturday, Nov. 22, 2003 04:55 pm
The multiplayer spawnpoints are under the mp item when you right click on the map. The objective entites for multiplayer are there also.
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twitch
General Member
Since: Jun 15, 2002
Posts: 63
Last: Sep 3, 2006
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Level 3
Category: CoD Mapping
Posted: Saturday, Nov. 22, 2003 05:15 pm
can't believe I missed that, lol
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Shoot
General Member
Since: Jun 22, 2002
Posts: 260
Last: Mar 22, 2008
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Level 5
Category: CoD Mapping
Posted: Sunday, Nov. 23, 2003 02:01 pm
I was able to finally get some time to play with the compile system a bit last night. I was able to compile both mp and sp maps.

For the single player I just clicked on the dawnville.bat - I know this is fairly straight forward but I wanted to see what steps it took and what it did at each step for one of the stock maps. Granted it was like watching an iron beam rust...took 3 hrs and 19min. This is on a 3ghz w 1gb ram.

I then moved on to the mp test map I created - very simple box with a deathmatch spawn. I had added the sun settings to the worldspawn that were in one of the other mp bsp maps.
Like some of you I changed the dawnsville.bat to reflect the test.map. I then tried 2 things....changing the codsp part of the bat to codmp - it didnt do anything, even when the test.map was in the map/mp folder, let me rephrase that - the map compiled, it was lit and all but I am still not sure what the 2 compile options on the codsp do for a multiplayer map.
I then switched it back to codsp - it compiled and ran fine.
As far as a gsc file (I previously had extracted every pk3 file from CoD) I went and took one from the maps/mp folder - one of the other mp maps and edited it - I will post more on the content of that edit when I get home, at work now.
I am still working on getting the map to show up in the mp map list but should be able to finish that off tonight along with a basic gsc that ppl can use for thier maps to test with.
Getting closer....
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: CoD Mapping
Posted: Friday, Nov. 28, 2003 07:25 pm
Hey Hey all.. I'm back in the salad again and looking forward to some COD mapping.. Where are y'all grabbing the tools from?
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