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Опубликовано:

Before you start replying, read this first.

 

Well, you know the map 'Oilrig'? Well, I was a part of aIW from the beginning, and when the first preview of oilrig came out, there was no fence on one side of the map, like a... ugh, broken fence? I guess it's to prevent spawn-trapping. Well, I've been thinking. How come we can't create custom maps, but you guys were able to edit a map, to put a fence there? I know it's possible to edit the map with simple things. But, what if we would alter a map that's already made, and start building a 'new' map outside the existing one? Port a useless level from singleplayer, go far away from the actual map, and start building there? I mean, if you were able to edit a fence to such detail, I'm sure it's possible to create semi-decent maps.

 

*Edit*: And move the spawns of course.

 

Just a suggestion. :)

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Опубликовано:
Most zombie mods already have that.

 

I think you misunderstood Jeremych. I mean building custom maps for normal gametypes, like TDM, KC, Domination etc.

And I think he means you are able to add things just like the zombie mods.

It's not limited to the Zombie Mods only, it can be added to TDM and such to.

Опубликовано:
  • Автор
Those models aren't solid, and we can't create custom brushes.

 

Well, I'm pretty much a noob at programming. But what about the care packages in zombie mod? Those seem to be solid. I wonder if other objects are too.

 

*Edit*: I'm an idiot. What about the fence on Oilrig? The one I was talking about, that one seems to be solid. I'm sure the rest of the objects would be too. Unless I misunderstood.

Опубликовано:
Those models aren't solid, and we can't create custom brushes.

Have you looked at this?

http://wiki.modsrepository.com/index.ph ... _structure

It is a similar format to the ents file and I don't know if it supports the brushes that can be defined in it....

Опубликовано:
  • Автор
It has been done before with care packages check out this remake of Nuketown:

There has been more development since, I don't know what happened to it when the original AlterIW went down though.

 

This is what I meant. Replace the care packages with actual objects and we're done. Of course, if it's even possible.

Опубликовано:
Those models aren't solid, and we can't create custom brushes.

Have you looked at this?

http://wiki.modsrepository.com/index.ph ... _structure

It is a similar format to the ents file and I don't know if it supports the brushes that can be defined in it....

 

Very interesting... Some SP maps actually got .map files in stages (look in oilrig.d3dbsp.ents)

I tried copypasting a cod4 .map file in the .d3dbsp.ents file (obviously it wouldn't work but...) and this was the result: dd7ad049.png

o.o

Опубликовано:
  • Автор
Those models aren't solid, and we can't create custom brushes.

Have you looked at this?

http://wiki.modsrepository.com/index.ph ... _structure

It is a similar format to the ents file and I don't know if it supports the brushes that can be defined in it....

 

Very interesting... Some SP maps actually got .map files in stages (look in oilrig.d3dbsp.ents)

I tried copypasting a cod4 .map file in the .d3dbsp.ents file (obviously it wouldn't work but...) and this was the result: dd7ad049.png

o.o

 

I'm a noob at coding... I guess it means too many spawn locations, or something along those lines? :oops:

Опубликовано:
Those models aren't solid, and we can't create custom brushes.

Have you looked at this?

http://wiki.modsrepository.com/index.ph ... _structure

It is a similar format to the ents file and I don't know if it supports the brushes that can be defined in it....

 

Very interesting... Some SP maps actually got .map files in stages (look in oilrig.d3dbsp.ents)

I tried copypasting a cod4 .map file in the .d3dbsp.ents file (obviously it wouldn't work but...) and this was the result: dd7ad049.png

o.o

 

I'm a noob at coding... I guess it means too many spawn locations, or something along those lines? :oops:

 

I have no idea myself :P

Опубликовано:
  • Автор
Those models aren't solid, and we can't create custom brushes.

Have you looked at this?

http://wiki.modsrepository.com/index.ph ... _structure

It is a similar format to the ents file and I don't know if it supports the brushes that can be defined in it....

 

Very interesting... Some SP maps actually got .map files in stages (look in oilrig.d3dbsp.ents)

I tried copypasting a cod4 .map file in the .d3dbsp.ents file (obviously it wouldn't work but...) and this was the result: dd7ad049.png

o.o

 

I'm a noob at coding... I guess it means too many spawn locations, or something along those lines? :oops:

 

I have no idea myself :P

 

Ugh... Tried using my best friend Google. Even Google couldn't find an answer... Nooo!!!

Опубликовано:

It means you are trying to spawn too many objects through the entity file.

Have you tried referencing the .map file the way it is referenced in say boneyard.ff?

ex:

{
"ambient" ".08"
"maxbounces" "2"
"radiosity" "1"
"skycolor" "0.9 0.92 1"
"skylight" "1"
"suncolor" "0.95 0.99 1"
"sundirection" "-50 45 0"
"sunlight" "2.6"
"sunradiosity" "4"
"classname" "stage"
"origin" "-3601 -7275 87"
"__smorigin" "-3600 -7270 -11"
"__smangles" "0 74 0"
"__smname" "prefabs/boneyard/trailer/trailer_house_18x48_open.map"
"__smid" "715"
"model" "?3"
}

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