New Map for ECGN

Make sure to bring lots of med packs, our 64 player beach server is intense!

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Re: New Map for ECGN

Postby picmip » Fri Aug 06, 2010 11:56 pm

Make this new map and i'll start playing again.

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Re: New Map for ECGN

Postby picmip » Sat Aug 07, 2010 12:00 am

richard wrote:Hey you Guys n Gals of ECGN

I have added the new Depot map ( dual secret doc version )

Image

The Allies MUST defend their secret documents ( at the field ops )

Image

The Axis MUST defend their secret documents ( at the anti-aircraft gun )

Image

Image

Axis must steal the ALLIES Secret docs and take them back to the
Anti-Aircraft gun. to transmit.

ALLIES must steal the AXIS Secret docs and take them back to the
Allied field ops. to transmit

Image



Both teams as before need to capture the respawn flag.

// I did in original version have the 2 gates that required dynamite , but have since removed them .. as they hinder teams when returning to their respective transmit zones :)


Download the map from link below :

click here <--- NEW MP_DEPOT // plus all above maps for ease



Instructions ,as before .. Admins just need to download ..unzip ..then upload the "maps" folder into the Shrubmod
folder

Then to execute new maps either via RCON or by a map .script
making sure they do so in lower case characters:

map mp_depot
map mp_destruction
map mp_trenchtoast
map mp_beach // <- Checkpoint ( made by Daz creator of mp_chateau , this guy helped me get started on maps 6 yrs ago , and i went onto convert all the sp maps into mp on rtcw 1.0 )

to run standard maps simply type at least one capital letter
mp_Depot //etc

Cheers
Richard




Pretty sweet dude!

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Re: New Map for ECGN

Postby B » Sat Aug 07, 2010 1:27 am

Wholy crap Picmip!!! You said something positive!! That makes me smile...you boob.:D

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Re: New Map for ECGN

Postby richard » Sun Oct 03, 2010 7:10 am

OK

A MAP test server is up and running

server name is = X
10 player

ip = 213.108.31.45:27030
/connect 213.108.31.45:27030

maps running :
mp_beach ( checkpoint )
mp_depot ( new dual docs )
mp_destruction ( ctf capture and hold )
mp_sub ( new docs version escape on sub with them )
mp_trenchtoast ( ctf capture and hold )

Also , players don't need to download anything just connect !

and please give feedback here.

remember any of these maps can be added to ECGN and still be able
to run the standard versions along side :)

anyways PB is off ( its only a test server )
nextmap callvote is enabled ( do NOT type /vsay dynamiteplanted )
also players named "wolfplayer" are blocked.

please give maps a quick check

kind regards
Richard
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Re: New Map for ECGN

Postby MAN-AT-ARMS » Sun Oct 03, 2010 8:10 am

Which SP maps have you converted to MP? I'd be interested in taking a look at those.

Most of the standard MP maps are based on SP maps, but in some cases the SP is version is larger and more polished.

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Re: New Map for ECGN

Postby richard » Fri Oct 08, 2010 4:11 pm

well i am working on converting some of the maps from Degeneration mod into RTCW as some of these maps are awesome and a shame if they go to waste

now unfortunately we cannot play the maps as they were original designed
( building generators and blowing them up as RTCW is unable to do this )

however i can make some of them dual dynamite objective maps

or

dual documents maps ( like my Mp_depot ) anyone tried them yet ? :bazooka:



anyways,
screenshot of map i am working on , this should be great for a lot of players with warehouses and roof top battles as well as all out ground battles in varied terrain

Image




Image




more updates to follow

Rich
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Re: New Map for ECGN

Postby Blaster » Sat Oct 09, 2010 3:07 am

richard wrote:Also , players don't need to download anything just connect !


That´s is the best part of all I´ve heard in a long time! :clap:

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Re: New Map for ECGN

Postby MAN-AT-ARMS » Sat Oct 09, 2010 8:56 am

Richard,

Some of those DG maps are broken in 1.41b (including the one you are editing dg_warehouse) At least for me they are. Missing skyboxes. One map doesn't even load at all in 1.41b (dg_pow) They are fine in 1.41. Not sure if you are seeing the same issue, but I would test against both. May just be a mod incompatability issue though. I haven't tried the maps in shrub.

Looks like the skyparms textures/dg_warehouse/warehouse - - in the .shader file that 1.41b doesn't like.

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Re: New Map for ECGN

Postby xdeadeye1 » Sat Oct 09, 2010 10:49 am

i would love to try some new maps, with some of the other people who arent nubs and love beach to death.

Maybe we need a class in just how tow download a pk 3 and where to put it.

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Re: New Map for ECGN

Postby richard » Sat Oct 09, 2010 2:47 pm

MAN-AT-ARMS wrote:Richard,

Some of those DG maps are broken in 1.41b (including the one you are editing dg_warehouse) At least for me they are. Missing skyboxes. One map doesn't even load at all in 1.41b (dg_pow) They are fine in 1.41. Not sure if you are seeing the same issue, but I would test against both. May just be a mod incompatability issue though. I haven't tried the maps in shrub.

Looks like the skyparms textures/dg_warehouse/warehouse - - in the .shader file that 1.41b doesn't like.


Well to test out , here is a Death match version of dg_comlink
i converted before for rtcw a while ago .

click here <--- DGA_COMMLINK

unzip and place into MAIN
run map by type in console /map dga_commlink



i dont think i will do anymore with this map as its too small for
60 players ... but for test purpose .


but has anyone tried the dual mp_depot on the X [color=Black]server ?[/color]
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Re: New Map for ECGN

Postby MAN-AT-ARMS » Fri Oct 15, 2010 4:54 pm

I played through the maps you edited..Kinda cool, but I'm not sure they would work very well on such a large server. Especially Depot..Its hard enough just getting to the objective on the regular version yet alone have to take docs all the way back to yours.

Plus, it wouldn't hurt to put a plug for ECGN in the map like this one for W:ET (called Pitch Black) done by Java.Lang a few years ago when we hosted his server...:)


http://stats.ecgnetwork.com/pitchblack.jpg

http://stats.ecgnetwork.com/pitchblack-winter.jpg

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Re: New Map for ECGN

Postby Paco's Gun » Fri Oct 15, 2010 11:19 pm

dual obj rtcw is pure suck

might as well be playing ctf
" wrote:Hey paco, weren't you there? Oops I'm sorry... nevermind hehehehe... you hacking piece of shit.


" wrote:i was messin around that day when it said mombot i thought it made the guys turn into girls..iv never ever used a hack


" wrote:As I'm sure you are aware Source, I don't TK much with the panzer, in fact I hardly ever miss a shot.

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Re: New Map for ECGN

Postby richard » Sun Oct 24, 2010 6:15 am

MAN-AT-ARMS wrote:I played through the maps you edited..Kinda cool, but I'm not sure they would work very well on such a large server. Especially Depot..Its hard enough just getting to the objective on the regular version yet alone have to take docs all the way back to yours.

Plus, it wouldn't hurt to put a plug for ECGN in the map like this one for W:ET (called Pitch Black) done by Java.Lang a few years ago when we hosted his server...:)


http://stats.ecgnetwork.com/pitchblack.jpg

http://stats.ecgnetwork.com/pitchblack-winter.jpg



Hey

an easy way to add custom plugs to any existing or / custom maps
is a change to an existing image within the map or maps ( as some images
appear in more than one map )

( the wooden notice board within the war room for instance , could have a ECGN plug poster )

heres an example , the allied flag with added text :

Image


the pak3 added to the mod folder for the above image is just 15.6KB so players
would force download it in around a second

or

add it to the MAIN and that way players could add it ONLY if they wanted to.


also a fun thing would be to get players to upload a jpeg of them selves (or just signatures )
and then we could make a mosaic on the War Room table ;)

anyways
just a thought

Cheers
Rich:D
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Re: New Map for ECGN

Postby MAN-AT-ARMS » Sun Oct 24, 2010 7:04 am

Yeah I know. I do have custom pk3's in the Main folder (shrub sounds, gun sounds, flag pack), so they are totally optional and don't require a client to have downloads enabled.

I'm right at the threshold for pk3 count and don't want to sacrifice a map for something like that

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Re: New Map for ECGN

Postby =TAO=PowerSlave » Sun Oct 24, 2010 10:02 am

MAN-AT-ARMS wrote:I'm right at the threshold for pk3 count and don't want to sacrifice a map for something like that
Yes, but wouldn't Retard's picture on a wall somewhere be worth the sacrifice? (better yet, Puzzy, B or Chick! :love:)
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