Any interest in porting old *Fortress maps (QWTF, Q3F, ETF, etc)?

KGB ate myBread

L1: Registered
Sep 12, 2008
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I know 2forts is one of those maps that have made the rounds between various FPS games, and it's awesome it's been ported well for TF2.

Having grown up playing a lot of Q3F and ETF, there are some decent maps out there with class based combat in mind like TF2.

In particular, maps like Mach/Machse, Last Resort, Japanese Castles CTF, Got duck?, and stag.

They're alright CTF maps, which could/would be cool with some TF2 flair. For example, here are some pics from the ETF version of mach/Machse:

2cn8e82.jpg


anh1fo.jpg


rc6grk.jpg


ei8uie.jpg


A map like this would have to be tweaked some for TF2. Maybe offer a bit more cover in the middle, make the neutral/middle area wider between the two bases, create more blind spots, etc. But it could definitely fit in as a TF2 map.

I dunno how much interest there is in something like this, but I'm definitely curious. These pics are pretty terrible looking since I was taking screen shots while the game was windowed @ 800x600.

I've started messing with the Hammer Editor, but I've got a ways to go before I'm familiar/used to it. I've done some maps in the past for Quake 3 arena, but that was yeras ago, and the GTK/Radiant was a different interface. Hopefully I'll manage to port some of these myself, but I'd love to definitely help in creating some interest for these maps and porting them if anyone is up for the challenge/undertaking.
 

KGB ate myBread

L1: Registered
Sep 12, 2008
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Good to hear! I had looked on this site and hadn't noticed Mach in the list of maps here. That's also awesome that canalzone and stag have been ported. I'll definitely have to check these out.

I'm recent convert from the 360/console version, so custom maps aren't something I'm too familiar yet, especially with what is out there. I know there are some other maps from Q3F that I think would go over well:

Sunburn,
Smooth
q3f_32s_outside.jpg


and Nocturne
nocturne_1.jpg




Definitely good to hear some ports are already out there. Guess I need to step up my game/skills at mapping, and keep my eye open for some of these ports :D

Thanks for the response man
 

Crimson

L3: Member
Nov 25, 2007
119
1
Yup, surprised you haven't played Mach4 if you play TF2. Its a well done port. I still want to see a well done canalzone port, not a big fan of Vilepickle's port as I don't think it encompasses the feeling of the old cz2.

Also would like to see a well made remake of Rock2 and Avanti. I know sacrifist has made exact ports of both, but I would like to see them done in a TF2 style.

*Edit*

lol, you posted right before I did. I see why you haven't played them yet. Smooth was also done a while back by someone, but it is rarely played at all. Looked decent, but just didn't play very well.
 

KGB ate myBread

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Sep 12, 2008
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Rock, that was the prison level right? I remember playing it a couple of times. Very high bases with a narrow gap between the two? I used to HATE sniping on the map, always ended up playing other classes as a result lol.

I just realized I recognized that user name, Vile Pickle was an ETF Dev, which I played the crap out of back in the day .It's good to see that ports are out there for OpenFire and other maps as well, though it doesn't look to be heavily downloaded/played.
 

drp

aa
Oct 25, 2007
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a member on another forum i visit has exactly the same name as yours. not sure if you're the same guy tho lol
 

KGB ate myBread

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Sep 12, 2008
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do you miss it yet?

:noes:


Btw, I think I'm giong to try and make a port of Last Resort. It probably won't be pretty, and I probably won't finish it, but I'm going to try at least :D
 

drp

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Oct 25, 2007
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its getting ugly here at work without it :(
got any pics of last resort?
 

KGB ate myBread

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Sep 12, 2008
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sure do. I'd have probably had a small challenge with the map in something like radiant, but with how many textures, objects, map details, etc that are now present in mapping these days, if I port it, it just won't be pretty :D

Oh well, I'll have to give it a shot, no?

q3f_lastresort_3.jpg


It's not a good representation in just one pic, but it's pretty nifty/large as far as maps go. http://www.youtube.com/watch?v=DoaLkVR8wYU shows some of the map

and the first clip on this video is from the map:
http://www.youtube.com/watch?v=HJUDmaevuMw&feature=related
 

Brandished

L5: Dapper Member
Jan 19, 2008
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sure do. I'd have probably had a small challenge with the map in something like radiant, but with how many textures, objects, map details, etc that are now present in mapping these days, if I port it, it just won't be pretty :D

Oh well, I'll have to give it a shot, no?

You can actually do the brushwork in Radiant and import the the map through Worldcraft (open map, save as rmf, open Hammer, import rmf) into Hammer. You'll have to do the texture work and entity placement in Hammer as it doesn't port through, but it could save you some of the hassle.
 

KGB ate myBread

L1: Registered
Sep 12, 2008
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You can actually do the brushwork in Radiant and import the the map through Worldcraft (open map, save as rmf, open Hammer, import rmf) into Hammer. You'll have to do the texture work and entity placement in Hammer as it doesn't port through, but it could save you some of the hassle.

That's tempting. I think I'm going to keep tinkering with hammer editor. The tutorials I've read on both valve's site and on here offer a lot of help. My biggest problems will just be the level of details, and getting all the entitites working properly. But it looks like it'll be a fun challenge. THe more I'm reading, the more eager I am to get home (stuck on campus all day for a night class) and actually start on making the map.

My only obstacle is that the map I want to port has 2 jump pads on them, and I've not seen anything yet on the wiki that would be something similar. I'm sure something like that might exist if I dig through the different functions, but I'm not entirely sure.

I think I'm about to sit and sketch up base design ideas at least to kill some time while I wait for this night class and take a break from reading.

In any case, the literature is decent enough for me to follow and make sense of, and quite helpful. I guess I'm going to have to change some layout ideas or possibly use an object like a lift (which I'd rather not do).

Thanks for the heads up though:thumbup:
 

joshman

L5: Dapper Member
May 7, 2008
204
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I'd like to see:
Cornfield
Palermo
Aardvark (Preferably Ported from Fortress Forever if thats allowed.)
Openfire
Smear the Queer
Totalwar
Nuclear
A CTF Version of Hunted. Pretty much take the hunted map. Make it so that you have to take a flag to the cap point at the end, give the flag a thing so that it as soon as it drops it goes back to base. Somehow award points when flag carrier is killed. (I know its possible seeing as theres an achivement that sort of does the same thing (Cooking the Books.)
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
You can do jump pads with a func_movelinear or func_conveyor. Create a ramp with an angle around 45 degrees out of a brush and tie it a func_conveyor, give it a speed of 900 or more (depending on how far you want it to launch players), and set the move direction to match the direction the ramp is facing. There's another way via trigger_push as well, but func_conveyor should work.
 
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KGB ate myBread

L1: Registered
Sep 12, 2008
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Thanks for that! I started sketching out what I might try and get the buildings to actually look like. I think I'm going to make a rough floor plan of half the map, well, 1 of the bases, and just mirror it. It's going to be a hell of a task. My only worry is if the gameplay on the map won't be too bad.

Again, thanks :thumbup: