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Опубликовано:

Alright I am here to present my new idea for a map that I just recently converted to multiplayer, thanks for the help, NTAuthority. :)

 

Anyways with the map "Favela_Escape" (The Hornet's Nest), will be used to bring you a fast, closequarters and long range gameplay style VERY similar to the popular multiplayer map Crossfire from Call of Duty 4: Modern Warfare.

 

Here's my video explanation of how the map is to play out (I apologize if I am a little quite) :

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Опубликовано:

I'm sorry to say this, but this feels too unplanned. Looks like you just spawned some TDM spawns, and that's it.

 

It doesn't feel right for the typical multiplayer gameplay, as it has a tube shape. (That's why I made the battlefield "rush" gametype, so most SP maps could be used) I'd recommend that you take one small place of the map, and block the ways out of it. Like tsoPANos/Dekart811 did with their favela map.

Опубликовано:
I'm sorry to say this, but this feels too unplanned. Looks like you just spawned some TDM spawns, and that's it.

 

It doesn't feel right for the typical multiplayer gameplay, as it has a tube shape. (That's why I made the battlefield "rush" gametype, so most SP maps could be used) I'd recommend that you take one small place of the map, and block the ways out of it. Like tsoPANos/Dekart811 did with their favela map.

Yeah this was my intention too.

Опубликовано:
  • Автор
I'm sorry to say this, but this feels too unplanned. Looks like you just spawned some TDM spawns, and that's it.

 

It doesn't feel right for the typical multiplayer gameplay, as it has a tube shape. (That's why I made the battlefield "rush" gametype, so most SP maps could be used) I'd recommend that you take one small place of the map, and block the ways out of it. Like tsoPANos/Dekart811 did with their favela map.

This video was an intention of me showing what is going to happen in the future.

 

I never said I was ANY where near completion, as was already said yeah it's "just some TDM spawns thrown down" at the moment, so I can simply run the map. These spawns also GREATLY define how the map is to play out.

 

Also I clearly stated that I would be blocking of sections of the map to make it smaller, thus equal to the shape of Crossfire, evidently you were not listening during the video.

 

Now if you think I didn't do it, I can post my .d3dbsp.ents, if you'd like that?

 

Lastly until I know how to add objects/ brushmodels, this project is not going anywhere...

Опубликовано:
I'm sorry to say this, but this feels too unplanned. Looks like you just spawned some TDM spawns, and that's it.

 

It doesn't feel right for the typical multiplayer gameplay, as it has a tube shape. (That's why I made the battlefield "rush" gametype, so most SP maps could be used) I'd recommend that you take one small place of the map, and block the ways out of it. Like tsoPANos/Dekart811 did with their favela map.

This video was an intention of me showing what is going to happen in the future.

 

I never said I was ANY where near completion, as was already said yeah it's "just some TDM spawns thrown down" at the moment, so I can simply run the map. These spawns also GREATLY define how the map is to play out.

 

Also I clearly stated that I would be blocking of sections of the map to make it smaller, thus equal to the shape of Crossfire, evidently you were not listening during the video.

 

Now if you think I didn't do it, I can post my .d3dbsp.ents, if you'd like that?

 

Lastly until I know how to add objects/ brushmodels, this project is not going anywhere...

 

I see.

 

Adding script_models is easy, I even added that in my ents map tool. (Last cycle, the model is set by the "mapping_model" console command), brushmodels however, are a bit harder. You spawn them the same way as script_models (I guess) except that the classname is set to "script_brushmodel", and that on the "model" value you have to set * and a number. Those number-models differ on every map, so - unfortunately - you'll have to try them all.

 

Example:

 

{
"classname" "script_brushmodel"
"origin" "-4705 3126 107"
"model" "*1"
}

Опубликовано:
  • Автор

Basing my objects off of Apadayo's worked, now the battleground has been defined and the barriers are up, no more wondering off.

 

Apadayo's format/ my edit:

 

{
"targetname" "boundryColAlliesMPWoodFence3"
"spawnflags" "1"
"classname" "script_brushmodel"
"origin" "2528 -586 835"
"model" "*56"
"angles" "0 90 0"
}

 

9492292FF4204FBA999C6B03796BDDF5E6FD8CB9

 

5974A3204325B96F538EE32FD9950A30C9DAC073

Опубликовано:

And did you just copy the brushmodel number as well or did you find one for your map. Thats always the hardest models. I found that the vehicle_collmaps (very last ents in a map) provide nice large collision surfaces and line up directly with the vehicle models which are great for blocking off areas.

Опубликовано:
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And did you just copy the brushmodel number as well or did you find one for your map. Thats always the hardest models. I found that the vehicle_collmaps (very last ents in a map) provide nice large collision surfaces and line up directly with the vehicle models which are great for blocking off areas.

I found the brush model, I used the original .d3dbsp.ents (before I removed all singleplayer shit) and used Notepad ++ search feature to find (this is a example) *4 thus showing all models that began with a 4 and checking the what most names of the models were, then seeing which one was appropriate for what I wanted.

 

I am going to shove some invisible Technical collision (*60) above the fence to ensure people with Care Packages will not get out.

Опубликовано:
  • Автор

Alright I'm here to bring you a very small showcase of how Domination will work on this map.

 

If someone could help fix the dependencies that would be nice, they are correct but for whatever reason they just don't work.

 

{
map          "favela_escape"
longname   "Crossfire"
gametype   "dm dom"
description  "A Favela Escape."
mapimage  "preview_favela_escape"
mapoverlay "compass_overlay_map_blank"
allieschar    "socom_141_desert"
axischar     "militia"
environment "urban"
}

 

Опубликовано:
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Nice to see you found a nice name for you map.

I can't think of a better name than favela.

Well the layout is seems to be based heavily off of Crossfire, so I figured why not! :)

 

My first concept of a name for the map was "Escape", but I was like since this is supposed to be like Crossfire, why not just call it Crossfire.

 

But yeah, thanks. :D

Опубликовано:
Nice to see you found a nice name for you map.

I can't think of a better name than favela.

Offtop

tsoPANos, maybe you should call your map "Slums"?? To distinguish it from multiplayer Favela...

 

I'd say "Takedown" as the SP mission is called.

Опубликовано:
  • Автор

Small update:

- I've been overhauling spawns (Making sure they do not f*** up and spawn you in the ceiling or under the map)

- Ensuring all spawns are in the proper direction

- Still trying to fix Dependencies (This WILL fix 99% of the problems that the map has, I REALLY need help)

- Making sure there are no extreme camping spots

 

Here's a picture of the only so far fixed spot (the light blue object to the right, in the window, if you have no clue where this picture is reference to the video):

 

B81586D630D927F1D8809C923EC89D95B51C23C4

Опубликовано:

- Still trying to fix Dependencies (This WILL fix 99% of the problems that the map has, I REALLY need help)

 

I'm not sure if this is what you mean... but

Are you using the latest revision? If not, open up patchmw2spmaps and add favela_escape there. I hope this helps :3

Опубликовано:
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- Still trying to fix Dependencies (This WILL fix 99% of the problems that the map has, I REALLY need help)

 

I'm not sure if this is what you mean... but

Are you using the latest revision? If not, open up patchmw2spmaps and add favela_escape there. I hope this helps :3

 

I am, I've even been asking NTA and he doesn't even understand why my dependencies from basemaps.arena is not working.

Опубликовано:

- Still trying to fix Dependencies (This WILL fix 99% of the problems that the map has, I REALLY need help)

 

I'm not sure if this is what you mean... but

Are you using the latest revision? If not, open up patchmw2spmaps and add favela_escape there. I hope this helps :3

 

I am, I've even been asking NTA and he doesn't even understand why my dependencies from basemaps.arena is not working.

 

Do you have another copy of basemaps.arena?

Опубликовано:

Weird I got mine working fine.

 

{
map			"favela_escape"
longname	"Favela Escape"
gametype	"dm war"
   description "MPUI_DESC_MAP_favela"
   mapimage    "preview_mp_favelaescape"
mapoverlay  "compass_overlay_map_blank"
   allieschar  "socom_141_desert"
   axischar    "militia"
   environment	"urban"
}

 

Dependencie line:

 

	{ "favela_escape", "mp_favela" }, 

 

as for radar I think it's

 

compass_map_favela_escape

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