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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: v-1 launchsite map
Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Oct. 30, 2007 07:23 pm
made a v-1 launchsite map with some useable vehicles and all, put in a sky box, cleaned up the edges around the actual map...now....alll i need to do is figure out how to:
compile
script??
i think that is it
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novemberdobby
General Member
Since: Sep 17, 2006
Posts: 1965
Last: Oct 13, 2013
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Oct. 30, 2007 08:01 pm
Compiling:

http://www.modsonline.com/Tutorials-read-182.html

Scripting intro:

http://www.modsonline.com/Tutorials-read-121.html

Both tutorials that the handy 'search before you post' function would have found.
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Marshall2006
General Member
Since: May 1, 2006
Posts: 180
Last: Oct 24, 2010
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Level 4
Category: CoDUO Mapping
Posted: Tuesday, Oct. 30, 2007 08:15 pm
Why you set your heart on making a 'themed' map, without never compiling a map before, I do not know.

Make a test map, to learn..
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Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
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Level 4
Category: CoDUO Mapping
Posted: Wednesday, Oct. 31, 2007 03:59 pm
actually, this map was kinda a mistake, i was just makin a v-1 launch bunker for a differnet map whe it occured to me that this by itself would make a nice small map...it is probably smaler than the mp_ship....not nearly as much vertical, probably not as long....i think it is a good small map

is there a trick to placing spawns, spawn intermissuions, or do you just go for it, or what?

got the compilin thing yesterday

ill post some screenshots soon
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Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
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Level 4
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 05:55 pm
is there a trick to spawn and spawn intermission placement or what? like does one need the other or anything....im new at this so i dont know!
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fireball1
General Member
Since: Oct 18, 2004
Posts: 328
Last: Jun 19, 2009
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Level 5
Category: CoDUO Mapping
Posted: Friday, Nov. 9, 2007 06:02 pm
you should test compile your map every couple of hours of mapping. Otherwise it may not compile or you will have errors and not have any idea where they are.

intermissions are not as important as spawns. put the spawns in places that will allow for good battles.
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Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
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Level 4
Category: CoDUO Mapping
Posted: Friday, Nov. 16, 2007 04:09 pm
the entire map is really all the way built, the only thing that needs to go in is the spawns....probably should put in some lights...is there a trick w/ those?

so do you not need intermissions? like, what exactly are they for?
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fireball1
General Member
Since: Oct 18, 2004
Posts: 328
Last: Jun 19, 2009
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Level 5
Category: CoDUO Mapping
Posted: Friday, Nov. 16, 2007 04:33 pm
you need an intermission for each gametype. teamdeathmatch will need a teamdeathmatch intermission and teamdeathmatch spawns. the intermission will also be where a player entering the map will first look from. You can have more than one intermission per gametype.

put your spawns where they will make the game fun to play. For teamdeathmatch spawns I always group together about 4 or 5 with a deathmatch spawn and spread them around the map.

What gametypes are you putting in your map?
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Major_Lowrey
General Member
Since: Feb 15, 2007
Posts: 166
Last: Oct 24, 2008
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Level 4
Category: CoDUO Mapping
Posted: Monday, Nov. 19, 2007 12:06 pm
for now, just tdm and dm probably...nuthin that requires a lot of stuff like ctf or s&d

i thought that that was what intermissions were for.

are you saying that you use deathmatch and teamdeathmatch spawns for your maps?

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fireball1
General Member
Since: Oct 18, 2004
Posts: 328
Last: Jun 19, 2009
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Monday, Nov. 19, 2007 12:22 pm
you must have a specific spawn for each gametype. for instance tdm needs tdm spawns and ctf needs ctf spawns. Each gametype needs it's own intermission. tdm needs a tdm intermission and ctf needs a ctf intermission.

Right click on the 2D map part of gradient and select mp. that's where all the spawn and intermissions are.
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