[HELP] some Call of Duty maps

The level/layout/play area.
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MertenNor


Hi..
I have converted some Call of duty maps to AoS.. Download Link
I am verry new to AoS.. so I dont know how to add spawn points and stuff..
I would realy want someone to make a Arena map out of them..
if people like this I can convert more maps. :)
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


First of all, pictures would be nice.
And second, you should work on learning the basic of map making so that you'll be able to crop the rest of the map out. It looks horrible when you look at the map.


Here, read this. http://buildandshoot.com/viewtopic.php?f=6&t=3079
MertenNor


I will upload some images when I have the time..
and thanks for the link :)
Buffet_of_Lies
Mapper
Mapper
Posts: 402
Joined: Tue Nov 20, 2012 11:25 am


Scrapyard
Image

Vacant
Image

Rust
Image

Are these some kind of Minecraft conversions? They are a bit messed up unfortunately.
For example, Scrapyard seems to be floating and bisected by the ground.
Image
Vacant suffers from the same thing... the entire map is floating and supported by about ten blocks.

Rust has a lot of somewhat irrelevant terrain around the edges, a hideous gray featureless desert with some kind of tiny fort in the middle. Never having played the original maps I can't say whether or not they looked like this but at this point these maps might be playable in an arena mode maybe. But with the half-submerged trees and weird terrain... I really don't know what is going on here.
MertenNor


The reason that some of the maps are floating is that they were built on the first layer.. So I tried to move them in the air but I failed as you can see.. I will fix that when I have the time..
Thanks for the images btw Green_Happy1
Last edited by MertenNor on Wed Apr 10, 2013 2:25 pm, edited 1 time in total.
Buffet_of_Lies
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Yeah that's what I thought. I give you some points for using the cut and paste function in voxed, though. It's a tricky tool.
MertenNor


Buffet_of_Lies wrote:
Yeah that's what I though. I give you some points for using the cut and paste function in voxed, though. It's a tricky tool.
Yeah but I haven't had the time to look at it.. XD
I'll re upload the maps when I have edited them..
I don't think I'll be able to do it before tomorrow night.
MertenNor


I updated the vacant map:
Image
Download Link here.

I have tried to figure out how to make a Arena spawn but I cant find any good tutorials.. so if someone could set up the spawn on the map for me that would be awesome !
here is where I wnat the spawns to be:

Blue Spawn:
Image

Read Spawn:
Image

Thanks.
MertenNor
Leif_The_Head
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Posts: 200
Joined: Tue Apr 09, 2013 12:52 pm


MertenNor wrote:
Spoiler:
I updated the vacant map:
Image
Download Link here.
I have tried to figure out how to make a Arena spawn but I cant find any good tutorials.. so if someone could set up the spawn on the map for me that would be awesome !
here is where I wnat the spawns to be:
Spoiler:
Blue Spawn:
Image

Read Spawn:
Image
Thanks.
MertenNor
Have you tried searching this forum or did you ask Youtube till now? There are a few pretty good tutorials, but sadly I don't have a link right now...
Buffet_of_Lies
Mapper
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Joined: Tue Nov 20, 2012 11:25 am


You make an Arena map by boxing in two areas of the map with "gates" so nobody can escape before the mode starts. These gates should be all one color that isn't present elsewhere in the map and all the blocks are connected. Then you specify the coordinates of one of those blocks (one on each side, that is) and put those in the map configuration text file along with the spawn coordinates for each team. Then when the game mode starts it will break all those blocks and only those blocks at the beginning and release the players to go murderize each other.
For example:
Code: Select all
name = 'Titanic Arena'
version = '1.0'
author = 'Serious Mapping'
description = ('Titanic by Serious Mapping. '
               'Buffet_of_Lies, Serious_Sim, and NestoFlo')
extensions = {
     'arena': True,
     'arena_blue_spawn' : (253, 172, 46),
     'arena_green_spawn' : (256, 354, 46),
     'arena_gates': ((254, 177, 45), (257, 350, 45)),
     'water_damage' : 100
 }
So there you see the spawns are pretty obvious. The arena_gates values are, I think, the left set of coords is the blue gate and the other one's the green gate. Pretty simple, really. I usually found the coordinates in voxed by simply pointing the editing cursor at the block I wanted and noting the onscreen coordinates. The arena game mode script itself seems to have a 'coord' command or something built into it where you can right spade a block and it will tell you the coordinate of the block but I've never done it that way. The spawns were a little trickier because you need people to spawn a few Z coordinates above the floor, so it can take some fiddling about to find the right fit.

The biggest thing to try to avoid is holes where people can escape before the game starts or jump outside the map. The other thing to watch out for is sometimes more than just your gate gets destroyed.
MertenNor


Buffet_of_Lies wrote:
Spoiler:
You make an Arena map by boxing in two areas of the map with "gates" so nobody can escape before the mode starts. These gates should be all one color that isn't present elsewhere in the map and all the blocks are connected. Then you specify the coordinates of one of those blocks (one on each side, that is) and put those in the map configuration text file along with the spawn coordinates for each team. Then when the game mode starts it will break all those blocks and only those blocks at the beginning and release the players to go murderize each other.
For example:
Code: Select all
name = 'Titanic Arena'
version = '1.0'
author = 'Serious Mapping'
description = ('Titanic by Serious Mapping. '
               'Buffet_of_Lies, Serious_Sim, and NestoFlo')
extensions = {
     'arena': True,
     'arena_blue_spawn' : (253, 172, 46),
     'arena_green_spawn' : (256, 354, 46),
     'arena_gates': ((254, 177, 45), (257, 350, 45)),
     'water_damage' : 100
 }
So there you see the spawns are pretty obvious. The arena_gates values are, I think, the left set of coords is the blue gate and the other one's the green gate. Pretty simple, really. I usually found the coordinates in voxed by simply pointing the editing cursor at the block I wanted and noting the onscreen coordinates. The arena game mode script itself seems to have a 'coord' command or something built into it where you can right spade a block and it will tell you the coordinate of the block but I've never done it that way. The spawns were a little trickier because you need people to spawn a few Z coordinates above the floor, so it can take some fiddling about to find the right fit.

The biggest thing to try to avoid is holes where people can escape before the game starts or jump outside the map. The other thing to watch out for is sometimes more than just your gate gets destroyed.
Thanks for the guid.. :)

but I have a problem.. xD
I selected one block from the gates from each side and put the coordinates in the tekst file for the map..
but when the game loads it is only the spesefied block that gets deleated.
do you know how I can fiks that ?
Thanks.
Leif_The_Head
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Posts: 200
Joined: Tue Apr 09, 2013 12:52 pm


@Buffet just check how the gates at your example map are built, it seems like you got only the specified blocks connected to the ground, so the rest of the gate will automatically disappear because it does not have any connection to other blocks.
@MertenNor The command seems to have a list input, that means you can specify more than only two blocks. So try making your gates connected at like four blocks and specify those in this command.
I'm not 100% sure about this, but I have seen arena maps with multiple gates for each team, and they work! Also I have seen gate colors and other block colors being the same, but the blocks not getting destroyed.
Buffet_of_Lies
Mapper
Mapper
Posts: 402
Joined: Tue Nov 20, 2012 11:25 am


MertenNor wrote:
but I have a problem.. xD
I selected one block from the gates from each side and put the coordinates in the tekst file for the map..
but when the game loads it is only the spesefied block that gets deleated.
do you know how I can fiks that ?
Thanks.
Um... Well... Errr... did I mention that all the blocks in the gate need to be connected and the same color?

And, Leif, I can't say I know anything about multiple gates. I've only actually made one Arena map. You could be correct.
Leif_The_Head
Deuced Up
Posts: 200
Joined: Tue Apr 09, 2013 12:52 pm


I checked your titanic map.
You do not have only one block (more like every single one) attached to the ground but somehow it works for you but not for MertenNor.
Buffet_of_Lies
Mapper
Mapper
Posts: 402
Joined: Tue Nov 20, 2012 11:25 am


It just occurred to me that I may also have built the gates in slab6 and imported them and placed them in voxed. I vaguely recall something about that being the only way to ensure they were all the same color.
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