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I will take them in consideration. However I will be on holiday for two weeks, therefor you won't see it in the first two weeks.
The problem is that i'm a new mapper. This was my first map this size. It's kind of hard to recreated this map using only the props/ textures provided by hammer.
I can't create maps to your expectation I think. It's above my skill level. 'map maker level 1 noob' here. Although I def will try to get it up to expectation in two weeks when back from holiday. I couldn't find any more suiteable props/ textures.
The scale is the map is indeed a bit off. I did a purely visual copy without any measuring. Since I had COD UO open on my right pc, and hammer on my left pc.
I hope I won't dissapoint you in two weeks.
I thought I fixed the deathmatch spawn, it saddens me that this is not fixed yet.
I will make effort to fix this, since this is very annoying.
Kind of seemed obvious when I saw that hilarious round CT Spawn building. The textures themselves aren't bad by themselves, but it seems like there isn't a proper use of them. The interiors look really bad compared to the ornate French wallpapers and furniture.
I'd suggest you try retexturing it in a de_inferno style. Maybe even modernize it like COD4 Chinatown.
Nobody starts out perfect. A lot of the map's problems are really minor, like the blinding sunlight and lightbulbs. The more difficult stuff would be the scale of the map, T Spawn being the most obvious example.
If it makes you feel better, the gameplay is very accurate for the most part. It's very CT-sided due to the central 2nd-story windows, but IW always had a habit of making their S&D maps unbalanced. The bars are the biggest thing that needs to be changed.
Actually, one thing that impressed me was the Bot pathfinding. In one match, the bomb dropped towards the archway near the basement building. I camped there and killed 3 out of the 4 living Ts. I waited until 30 seconds remained until I thought "Jeez, if these were real people, they would just walk the other way and shoot me from behind".
Guess what happened.
That's why you need the FOV Changer. COD1's FOV doesn't scale in widescreen, so you ended up making a lot of the areas too big or too small based on the first-person view.
IIRC, DM spawns are based on "playerclip" and you seemed to have applied it to one of the empty buildings. I would just remove the walkable space in the building entirely. Interestingly, an mp_crash remake here had the same exact problem but worse!
If you need help polishing this map, I would contact either Jack_is_my_name or -=EMP=-:MDK because they both do a good job of remaking classic COD maps and would probably help out.
- It's a map from the time when call of duty was still a valid option to play. It's from the time it was still fun to play.
"A lot of the map's problems are really minor, like the blinding sunlight and lightbulbs. The more difficult stuff would be the scale of the map, T Spawn being the most obvious example."
-I made some changes to the sun's parameters, even 'taking out the sun'. lowering the general light. The light's i'm still working on.
"I'd suggest you try retexturing it in a de_inferno style. Maybe even modernize it like COD4 Chinatown."
- I don't own a copy of cod4. I only have 1 and united offensive. That's where I played it.
I'm pretty happy with the colors myself mostly. and I did 'redecorate' some houses.
I'm also trying a way to include new textures. But it may be for future updates.
"IIRC, DM spawns are based on "playerclip" and you seemed to have applied it to one of the empty buildings. I would just remove the walkable space in the building entirely. Interestingly, an mp_crash remake here had the same exact problem but worse!"
- I really think i fixed it this time.The problem was I had placed a spawnpoint in a noclipped part. Which took me a while to find. I put actual playerclips in the empty buildings in case the parameter's to spawn get overrided by somewhat player commands.
(I use spawns and parameters instead of autospawn random.)
"Actually, one thing that impressed me was the Bot pathfinding."
- It amazed me too. It's actually the nav_generate function which 'auto-scans' your map
"That's why you need the FOV Changer. COD1's FOV doesn't scale in widescreen, so you ended up making a lot of the areas too big or too small based on the first-person view. "
-But but but I don't like COD's fov. That's why I play CS. I admit it should have modifications, but overall happy this is my first map this size. Which I did under a week. some areas are compromised for the SDK.
Even if the graphics have some drawbacks of being a noob-mapper. I still had loads of joy already playing it with friends.
Replace the awful sky texture, remove the sun effect, and add in the hills.
- done
Okay cool, the interiors should be brighter though so anyone outside is not at a total disadvantage.
Little late for COD4, then. Still gets a lot of players in 2015, but they're all idiot noobs and aimbotting losers. If you're GN1 or above, you're guaranteed to get 25 more kills than 2nd place in a non-hacker server.
The COD4 version was pretty terrible, it was very spawncamp-friendly and kind of ruined the flow. It did brighten up the interiors to contrast with the dark exteriors, though. The COD2 version added a destroyed truck for cover in-between A and B to nerf sniping.
The auto-generate feature is generally pretty terrible, but I guess it works wonders with simplistic maps like the outdoor parts of Carentan. If you ever learn how to make nav files, I suggest you put walkable space inside the upstairs parts, the bots don't seem to use them so humans can camp upstars the whole game and win.
http://sourceforge.net/projects/callofdutyuofov/
This is what you need. Some areas are very out of scale, especially Bombsite A and the two spawns.
Well, the new sky already makes the map much less ugly. The hills are a good start for a beginner, but obviously need work (not distant enough). There's still some jarring worldtears though, like near the chicken coop. The map is getting better though, slowly but surely.