[WIP]cp_base

Paria

L5: Dapper Member
Dec 12, 2007
202
31
Though i'd best the ball rolling on my next map, the map is called cp_base and is based on the classic map from Return to castle Wolfenstein(rtcw) called mp_base (also known as communique), now somebody has already had a crack at making a version called cp_wolf (and recently someone else has also "fixed" it - no comment)

Anyway i'm not letting that deter me since i want the map to reflect to the original as closely as possible in terms of layout and playability, therefore im going to try to stick to the original 2 cp format (gravel pit style),

With the help of redrum and vilepickle i managed to get a somewhat workable version of the original .map into hammer - although i've probably spent the last week or so removing every single bit of detail in the map and fixing all the geometry that didnt quite make into into hammer correctly (i wont be rushing to do a remake after this anytime soon) then section by section i started in a new map to recreating the map using the pieces of the map i had as reference and making this version.

After no-drawing the entire level i started on the dev textures and a very small detail pass adding further geometry to make it look like the original, anyway i now have basic map in its rtcw form done- the next big stage is making it suitable for tf2 - the doorways and cap points will definitely need enlarging - they are simply too small for tf2, anywhere there was a ladder will need some steps/ramp to gain access - since i'm not keen on the workarounds for ladders in tf2.

I'll definitely need a re-think on the inside of the maps detail since the original consisted of boxes/boxes/crates and more boxes :) anyway ive included an overhead shot of the basic layout as it stands right now.
 
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R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Hasnt he just updated it with a new version? Anyway, looking great, i know it will be better than the old pos. (wolf)
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
no its a different author , i really didnt want to get into the argument on fpsbanana but it looks like a "i'll decompile it and fix it job"
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
Paria - I'm curious about the process you went through. Were you able to import in some way the geometry of the original map into Hammer? I took a stab at trying to rework mp_depot for TF2 but didn't get very far. I really wanted to be able to get precise measurements of the map and didn't want to estimate things, but I was unable to even decompile depot successfully..
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
yep luckily they kept the .map file of mp_base in one of the pak files, with hammer 3.4 version 1983 http://collective.valve-erc.com/index.php?go=hammer - which you can still download, you are able to load .map files - however before you get most of the map into hammer properly you need to edit the .map file with a text editor (i did this a couple of weeks ago so i cant remember exactly what vilepickle told me :/) but basically it involved deleting some parts and renaming somethings to func_detail,

once you can get a .map file file into the old hammer you can save it as a vmf then load it in the current release, then the fun starts :D

honestly if you manage to get this far - i would concentrate on taking the main level geometry as the reference because alot of the level will be a mess :)

best bet on the .map editing would be to speak to vilepickle.

I've just starting working on trying a few textures / door props out and basically i'm almost having to rebuild everything to fit into tf2 sizes anyway :D

apart from mp_base and mp_beach youd have to look at something that can decompile quake .bps files to get the .map file
 
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Paria

L5: Dapper Member
Dec 12, 2007
202
31
well i'm really struggling to find motivation on mapping at the moment, i've been plugging away very slowly at my map doing a couple of hours here and there in hammer, i think the biggest problem i'm having is since its a port ive missed out on the creative step and thats probably where the most interesting part of the design lays for me,

Anyway after a basic resizing throughout the level - mainly doorways and corridors, i've started adding some details to the map and a few textures - orange just depresses me - so even if nothing stays textured the way it is right now at least i wont feel like hanging myself after looking at dev textures for 2 months :D

After realizing the sheer tiny size of the original buildings i decided to start from scratch on the cp points, and create something fitting to the tf2 style whilst still being fairly small and compact, and hopefully not looking too out of place.

Anyway i've included a couple of screenshots just to prove i havent gone into total hibernation yet :D