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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Hows it work these days - Radiant?
Mr.Bluesman
General Member
Since: Mar 22, 2005
Posts: 32
Last: Apr 7, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Feb. 6, 2009 12:08 am
Hey folks,

Been a while since I been around on these forums - so saying hi and asking a question at the same time.

It's been a while - over 3 years at least since I have used a radiant type editor. Doom 3 on it's release was the last time and that was when I was a complete 3D noob learning my craft.

Anyway I digress - Basically I want to ask what the standard workflow with this editor is now in regards to BSP brushes. It used to be that a maps general layout and structure was mainly done with bsp and meshes/models used to decorate. However these days it is common practice that the majority of a level is built in bsp and then replaced with meshes (an example is UE3/GOW editors).

Is this the same with the COD WAW editor or is the map still mainly bsp? What is best practice?

I have no problems relearning the editor I'm only asking because at work everything is built in Maya and exported - we don't use level editors at all - so I've been out of practice with the editor. Also I don't have the PC version yet to look at the maps myself - I'm purely referencing the Xbox 360 version of the game which has rekindled my multiplayer mapping passion along with Left 4 Dead.

I'm looking at possibly building a few zombie maps for this game in my spare time.

Cheers

bluesman
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Friday, Feb. 6, 2009 12:38 am
Luckily with Radiant it's down to your own ability... or at least it used to be. You can build everything apart from terrain with brushes, in previous COD games you could build whole levels, including houses with patches, but a lot of people have reported running into max collision/max vertice errors with CODwaw when using a high number of meshes.

I would suggest building houses, walls and fences from brushes like normal and building terrain, pipes, wires, small objects (i.e custom barrels, pillars) and the like from patches/curve patches.

You can of course import from Radiant to maya and visa/versa, but I don't have Maya so can't comment on how well that works.

edited on Feb. 5, 2009 07:40 pm by techno2sl
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MODSonline.com Forums : Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping

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