New Map for ECGN

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New Map for ECGN

Postby richard » Sat Jul 31, 2010 7:10 pm

Hey you Guys !!! ( msg to administrator of server )

I Have adapated the map mp_Destruction to a New CTF version !
( capture and hold the flag for 5 minutes to win ) holding for less than 10 seconds will not count. Thus a Ferocious battle will ensue :ar15:

and the best thing is the players ( clients ) do NOT need to download
anything , all the changes are done server side !

OK , to test the map on server an admin just needs to download
from this link below :
https://cpanel.ycn-hosting.com/index.php?module=files&action=get&path=%2Favp.ycn-hosting.com%2Favp-pack%2Fmaps.zipclick here <--- NEW MP_DESTRUCTION MAP

Instructions for server admin.
download the file ,unzip and then upload the folder "maps" into the "Shrubmod" Folder ie , where the soundpack is etc

then to change to the map do so in lower case , ie
mp_destruction

to change to standard Destruction map type in caps , ie
mp_Destruction

*note the above method works with Linux servers
as they are case sensitive ( Windows server will only change to mod map version no matter what you type )

if this is a success , i have several other modded maps


mp_sub // with docs
mp_depot // with dual docs
mp_trenchtoast // new ctf
mp_beach // with extra exit from basement

as before all these maps DO NOT need players to download anything

anyways , i thought i would offer help to give some more variety
to server ;)

always give the map a try , if it proves a no no , then forget all about it :no:

anyways

cheers
Richard.
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Re: New Map for ECGN

Postby PappaBoner » Sat Jul 31, 2010 8:39 pm

Cool idea but you know the servers motto.....monotony is fun!:D Craby bastids.:rant:
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Re: New Map for ECGN

Postby =CaK= YoShI » Sat Jul 31, 2010 10:10 pm

This kind of map is from 1.0. I love so much the concept.
Keep trying to win ...

Image

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Re: New Map for ECGN

Postby Blaster » Sun Aug 01, 2010 4:55 am

MP_DESTRUCTION MAP

Will only be shooting true one door and sideway (wide as a door). this map great for 10ppl perhaps. but more then that only tk´s gonna be at these 2 spots.

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Re: New Map for ECGN

Postby richard » Sun Aug 01, 2010 8:23 am

Blaster wrote:MP_DESTRUCTION MAP

Will only be shooting true one door and sideway (wide as a door). this map great for 10ppl perhaps. but more then that only tk´s gonna be at these 2 spots.


Although that is how the standard map is ?......

However i figured this could be an issue thus i added some new spawn points to create fighting in several areas at once. :



Axis now spawn randomly at the rear of the West Alley as well as at their
standard spawn points

Allied now spawn randomly at the rear of the East Alley as well as at their
standard spawn points

see map layout below :

Image


i could add selectable spawn points so players could choose where
to spawn , but for now the random factor should be fun.
being smaller map i thought it would be more fun being an intense battle
longest the battle could rage is 10 minutes ( if the flag changes hands every 10 seconds) and 5 minutes if one team captures and holds onto it .

as i stated before , this could be a change every once in a while from the norm.

======================================================

obviously a bigger map with the same New CTF is the Trenchtoast map.
this can be downloaded from link below:

click here <--- NEW MP_TRENCHTOAST MAP


as before , unzip to server shrubmod folder
(put all .bsps and .scripts into 1 map folder )

run map from rcon or map script in lower case
map mp_trenchtoast // else server will run standard Trenchtoast map :)

Trenchtoast spawns are the basic ones , plus i added some sounds from Single player
as the timer countdowns as a fun thing.


cheers
Rich
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Re: New Map for ECGN

Postby SuPer PuZZy » Mon Aug 02, 2010 5:52 am

Can you make a superpuzzy room with a mirror?:love: and sweethearts on the wall
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Re: New Map for ECGN

Postby richard » Mon Aug 02, 2010 5:42 pm

SuPer PuZZy wrote:Can you make a superpuzzy room with a mirror?:love: and sweethearts on the wall


of course ;) + a sound system would be cool in there also :P
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Re: New Map for ECGN

Postby SuPer PuZZy » Tue Aug 03, 2010 5:47 am

with a superpuzzy song anno 2010? or pussycat dolls: don't cha :P
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Re: New Map for ECGN

Postby richard » Tue Aug 03, 2010 1:00 pm

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
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Re: New Map for ECGN

Postby HuGgY BiZzLe » Tue Aug 03, 2010 2:59 pm

What other maps have you made in the past?

One of my clanmates made a fun custom beach map that I still have.

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Re: New Map for ECGN

Postby HuGgY BiZzLe » Tue Aug 03, 2010 3:11 pm

PappaBoner wrote:Cool idea but you know the servers motto.....monotony is fun!:D Craby bastids.:rant:


Someone is giving me server space. I'll run the maps.

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Re: New Map for ECGN

Postby richard » Tue Aug 03, 2010 4:37 pm

HuGgY BiZzLe wrote:What other maps have you made in the past?

One of my clanmates made a fun custom beach map that I still have.


Hi

The Beauty of these maps is that the players don't need to download
anything , I found by putting the seperate .BSP and .SCRIPT of each
map ( ie, NOT in a pak3 ) But into a Folder named "maps" the server will load them and remain pure.

and as i mentioned to run original map simply make the map cycle
with at least one capital letter. // *note only works with Linux servers
Windows server will only run the modded maps ( Linux is case sensitive :) )


//example D1 = modded destruction map , D4 = Standard destruction map

set d1 "set g_gametype 7 ; map mp_destruction ;set g_alliedmaxlives 25; set g_axismaxlives 25 ; set nextmap vstr d2"
set d2 " swap_teams ; map_restart ;say ^3round 2 of 2 next CTF Trenchtoast ; set nextmap vstr d3"

set d3 "set g_gametype 7 ; say ^8CTF Trenchtoast ...LOADING... ; map mp_trenchtoast ;set g_alliedmaxlives 25; set g_axismaxlives 25 ;say ^3round 1 of 1 next ; set nextmap vstr d4"

set d4 "set g_gametype 7 ; say ^8Destruction ...LOADING... ; map mp_Destruction ;set g_alliedmaxlives 25; set g_axismaxlives 25 ;say ^3round 1 of 1 next ; set nextmap vstr d1"
vstr d1

other maps that could be fun :

mp_sub ( with secret docs ALLIED need to escape in the sub with them )
Spawns are reversed , Allies need to blow filteration door and the central access door .. the secret docs are in the lower warehouse ( below where the doors are blown ) * my friend LO did this map , so credit where credit
is due.

i made a couple of beach versions

1.Reverse beach . identical except Axis are trying to capture the docs
and allied are defending.

2.Beach with an extra exit from the basement ( teleport )
Anyone can use it ( axis or allied can jump in with docs )
players end up on the flat area adjacent to the forward bunker,
so only need to drop into the trench to make an attempt to run the
docs that way. giving a third possible route

3. Lockdown beach .. but with a twist the war room has 2 sliding doors
that require a key to open them ( keys appear in 2 places every 30 seconds ) once a player has a key he can open / close door

however if he is kill/revive he loses key .. it was funny as the axis who usually camp were forever running to get a key from upper level
( radar is where one key appears ) and other is in f /bunker
so to control the radar and the axis are locked out ! :D

anyways if you need more help

cheers
Rich
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Re: New Map for ECGN

Postby HuGgY BiZzLe » Wed Aug 04, 2010 8:24 pm

Could you take the airship map and shrink it down some? I'd love to run a smaller version of that map. Let me know if you need a copy of it.

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Re: New Map for ECGN

Postby richard » Thu Aug 05, 2010 3:00 am

HuGgY BiZzLe wrote:Could you take the airship map and shrink it down some? I'd love to run a smaller version of that map. Let me know if you need a copy of it.


Hey

when you say shrink , do you mean the physical size of the map or
the size in memory of the map ie 13.1 Meg etc

cheers
Rich
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Re: New Map for ECGN

Postby HuGgY BiZzLe » Thu Aug 05, 2010 10:13 am

The physical size. For example there is a huge underground section. The map is meant for 64 but I'd like a version that's meant for about 20, which would mean shorter distance between the objectives.

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