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#1 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Day of Defeat Mapping
*UPDATED 11/18/2012*
*Getting Started* http://docs.google.com/Doc?id=dftftp48_1gj9r96hb *Information* http://www.game-mappers.com/ - Site I'm a part of http://www.game-mappers.com/componen...-list?Itemid=0 Complete Texture List http://forums.svencoop.com/showthread.php?t=38059"] Alternate Compiling tools http://forums.svencoop.com/showthrea...0#post461330"] Larger grid patch for Hammer http://forums.svencoop.com/showthread.php?t=39037"] Floating point coordinates output patch for Hammer http://www.thewavelength.net/oldcontent/levels/ - Tutorials http://www.slackiller.com/hlprograms.htm - Useful Programs http://web.archive.org/web/200805270.../www.hlcu.com/ http://www.dodplugins.net http://zhlt.info/ - (Useful for entity info further) http://zhlt.info/common-mapping-problems.html - (Compile Errors) http://www.wunderboy.org/mapmodels.php#waco - [Couple Models - Make requests for model] http://mapping.fps-uk.net/?p=8 - (Bullet Penetration)*SEE MY INFO BELOW* http://halflife.qeradiant.com/ - (Detailed Entity information) http://aacclan.forumotion.net/ - (AAC Forum-Contains tutorials) ***livewired*** http://pastebin.com/f3kG6B6m - (list of texture/wad file correlation) Beta version of my remake of avalanche http://www.fpsbanana.com/maps/121858 - (remake of Avalanche) http://web.archive.org/web/200710122.../tutorials.php http://twhl.co.za/tutorial.php http://site.fps-uk.net/ http://www.snarkpit.net/index.php?s=articles - (some good tutorials here) http://web.archive.org/web/200804301...r/hl/test1.htm (r-speeds) http://www.mardymouse.co.uk/phpBB3/ http://www.slackiller.com/tutorials/tutorials.htm http://forum.interlopers.net/viewforum.php?f=11 http://home.att.net/~firebinder/hl/invalid1.htm http://www.dodplugins.net/forums/cmp....php?page=verc- Entity List http://www.editlife.net/tutorial.php http://www.28dayslater.co.uk/forums/index.php - (Good Reference Pics) Documents on Map making tips! http://www.benb-design.net/article02/benb_article02.pdf http://gangles.ca/2009/05/26/guiding-the-eye/ http://www.johnsto.co.uk/design/common_sense A few links on Level Design, alot more mixed stuff here http://csyvertsen.net/?page_id=242 ***OCTAVIO*** - Updated FGD http://bot.clanservers.com/fgd/day%2...t/fdg%20files/ This is a good page, mainly for the Quick Reference Sheet at the bottom. Has Standing/Crouching/Jumping/etc. heights. http://www.snarkpit.net/snarkpower/a...apping:_Part_1 I realized that the bullet penetration numbers that I have seen posted are a bit out dated, so I took the time to put together a range type map that had over 50+ brushes ranging from 1-50+ units thick each. This way I could test each weapon on a brush varying by 1 unit on each brush. Behind these brushes I made a func_button that triggers a loud sound (obviously reset delay was set to 0 for the button) with 1 health. This tested if something penetrated and dealt 1 or more points of damage it would play a loud sound. Anything less than 1 point of damage was not recorded. Here are the values I got. I have explained the variables below with situations related to penetration (Bullet penetration that is) VARIABLES: 1: Aiming anything but direct center mass of a brush will lessen the penetration. This is relative to the brush, not your screen. 2: If you stick your weapon right into the wall you may gain some bullet penetration. 3: Tests were done with single brushes. Using 5 single unit brushes spaced by 1 makes the bullet do less than 1 point of damage. Making single unit brushes WITHOUT spaces makes it act as if it were 1 large brush and is subject to my table below so no use in making a bunch of brushes with no spaces. These values represent the thickness of the brush that bullet WILL penetrate. Allies: Pistol------10 units Carbine-----10 Thompson---10 Greasgun----10 BAR----------19 Garand-----26 30 Cal-------28 Springfield---50 Brits: Pistol-----------10 units Sten------------10 Bren------------19 Enfield----------50 Scoped Enfield-50 Axis: Pistol-----------10 units MP40-----------10 STG44---------19 K43------------26 FG42 Both-----28 MG42----------28 MG34----------28 Kar98----------50 Scoped Kar98-50 Player Dimensions-from The Snarkpit Calculated in VHE/WC units: Player Height: Standing: 72 Crouched: 36 Prone: 36 Player Width: All scenarios: 32 Step Height: All scenarios: 16 Jumping Height: Crouching/Standing: 40 Crouch/Jump: 64 Jump Transfer Distance: Crouch: 98 Walk: 100 Run: 232 (Approx.) Run + Crouch/Jump: 256 (Approx.) Last edited by SSOMERLOT: 11-18-2012 at 11:53 AM. |
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#2 |
![]() Join Date: Jul 2006
Reputation: 2
Posts: 133
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heres a few
http://twhl.co.za/tutorial.php http://mapping.fps-uk.net http://www.snarkpit.net/index.php?s=articles - (some good tutorials here) http://home.att.net/~firebinder/hl/test1.htm (r-speeds) http://www.mardymouse.co.uk/phpBB3/ http://www.vlatitude.com/tutorials.php?tutID=51 http://www.slackiller.com/tutorials/tutorials.htm http://forum.interlopers.net/viewforum.php?f=11 http://home.att.net/~firebinder/hl/invalid1.htm http://www.dodplugins.net/forums/cmp....php?page=verc http://www.editlife.net/tutorial.php Also search youtube for hammer mapping |
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#3 |
![]() Join Date: May 2008
Reputation: 8
Posts: 1,556
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A note on the Day of Defeat .fgd: the monster_allied_grunt, monster_axis_grunt and monster_allied_barney are all non-functioning entities in Day of Defeat 1.3
Here's alink to the latest version of dod.fgd: http://files.filefront.com/dodfgd/;1.../fileinfo.html |
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#4 |
![]() Join Date: Jun 2004
Reputation: 0
Posts: 250
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great nice1 and bump
hope someone could design new maps for dod |
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#5 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Im actually remaking a map I had once already made. I have lost it in time
It starts off with the Axis trapped in their own underground bunker system fighting their way out up an freight elevator to a radio to call in an artillery strike on the system. Once complete, the map shifts spawns to an above ground map that is mildly wooded with a fuel depot area that the Axis have to defend.
Last edited by SSOMERLOT: 12-02-2008 at 10:48 PM. Reason: Grammar |
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#6 |
![]() Join Date: May 2008
Reputation: 8
Posts: 1,556
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I've got an .rmf from DOD beta 1.0 which might be useful. I'll upload it later.
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#7 |
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Guest
Posts: n/a
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We need to get these maps on the server. Add them to a mapvote!
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#8 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Removed 1 site from the list. Vlatitude is no longer live. Haircut, is still updating things on the mardymouse site. I am currently working on a custom map as well.
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#9 |
![]() Join Date: Jul 2006
Reputation: 2
Posts: 133
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vlatitude.com tutorials are still on archive.org, I`m not sure how long they keep the images so if you want any save them.
http://web.archive.org/web/200710122.../tutorials.php Beta version of my remake of avalanche http://www.fpsbanana.com/maps/121858 Last edited by livewired: 01-03-2010 at 06:48 AM. |
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#10 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Good stuff. I have updated the OP and added another link with a page of prefabs! Im not sure how long it will be up. I have downlaoded the prefabs just in case in the future it goes down.
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#11 |
![]() Join Date: Oct 2008
Reputation: 1
Posts: 196
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My advice, keep bumping this page or contact one of the active (if there are any) moderators from steam to ask for a sticky, moderaters don't really moderate this part of their forums.
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#12 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Anyone here have the HK Model pack? Its basically a 100+MB pack of models.
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#13 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Updated and added DoDPlugins.net
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#14 |
![]() Join Date: Jun 2008
Reputation: 5
Posts: 86
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Updated the links as I made a dumb mistake in copying them.
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#15 |
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Guest
Posts: n/a
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Where can you Download Hammer for dod 1.3, I'd like to get it so I can make maps for my DoD Realism unit.
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