After a lot of work, learning things about mapping, and fixing many mistakes, I am ready to release my map.
Boatworld
http://gtp.aaashare.com/boatworld.zip
2-16 players - Multiplayer (teamplay, deathmatch, CTF)
I did not make much of the content in this map, although I edited all of it and added many bells and whistles. I hope no one minds that I stole their content. Most of it was made 7-9 years ago. I'm making this txt file to give credit where credit is due.
The story of this map is long and probably pretty boring. Suffice to say that, way back when, a clan named Grand Theft Package joined a 7v7 Action Quake2 ladder and proceeded to camp the boat on Dock, blow the horn, kill the other team, and then follow it up with howitzering the crap out of them on Desert. I wanted to make a map where players could engage in full on naval warfare with whatever howitzer, missile, machinegun, and airstrike support they would ever want. Instead of forcing them to camp in order to fight on a boat, I made it so that the only place they COULD fight was on a boat (or in the shark-infested waters below). This map has so many entities that it had to stay fullbright (RAD can only compile maps with 255 entities or less, this map has about 320), not to mention the 65535 lightmap limit.
I refer to all the maps in this file as the names of their BSP files. They are made for Action Quake2 (but could be played in vanilla quake2 or CTF as well). Maps can be found at www.lahtela.com/aq2suomi/maps/ or quad.netdome.biz/aq2/maps/ among other places.
Thanks to the makers of the four boats:
KaRRiLLioN =AR= for Dock, possibly the greatest map ever created in any game.
Tipper B. Squakin for Seavill, an amazingly atmospheric and well laid out map.
Phat Al and Joemeister for Beachassault, which we played as often as Dock. The first time I saw this map I took 20 minutes alone in a server just checking it out. The cool background sound effects, the sharks, the machinegun near the crates, the helicopter idea, and the grey military style boat are all from Beachassault. This map may actually be the best ever.
Blownup and 8mm for Harbour1, which I don't think I've ever played on a public server but that was included in the uberpak. The MSS Fragtanic is a fine ship, gentlemen.
Thanks to the
[DS&CS]Bobert for the fish (from his giant-sized map of a kid's room, huge).
Creepy for Desert, another favorite 7v7 ladder map. We made so many clans cry on this one, it was great. The howitzer and the one-time viper airstrike come from Desert.
Regulator for River, whom I took the repeatable airstrike from (taken from the Dock boat).
KaRRiLLioN =AR= again for Highrise2, which has been played tons of times on pubs, and made everyone realize how cool diving boards were.
Thanks to gamesdesign.net and the following people for their brush prefabs (entities were my original):
Helicopter - by Hallucinator
Missile - by DMA57361
Cessna - by Hallucinator
Super Blaster and 4-Laser cannon - by [Q2C]WhirlingDervish
Thanks to Shane "Fishman" Sherman, GrrandMaMa, EutecTic, David Shaw for their excellent tutorials at http://files.volved.com/qsr/qoole250_cd ... rials.html
Thanks to everyone who helped me playtest this. Enjoy the map.
Now for some screens. Any of those guns look familiar, WhirlingDervish?
Boatworld - [NEW MAP]
Moderators: Moderators, Mappers
-
- saw the light
- Posts: 236
- Joined: Wed Sep 01, 2004 7:49 am
- Location: pt
I've seen pirate.bsp, but it's boat was too big to use in this map.
From my first post:
"This map has so many entities that it had to stay fullbright (RAD can only compile maps with 255 entities or less, this map has about 320), not to mention the 65535 lightmap limit. "
This map is going for "extreme entity and trap madness". RAD does NOT work on this map. There are about 500 other maps that have beautiful lighting and exquisite brushwork. My map focuses more on giving players choices like "should I get blown up by the airstrike but get a last shot in on my opponent with the giant rotating laser?" and "should I fire the howitzer even if it's going to kill my teammate along with the guy he's fighting?"
Regarding the textures, for the most part I used the original textures for the boats that I was paying homage to. Yeah they could have probably used a retexture but it just wouldn't be the same. The water and some of the changes I made are beautifully 32-bit though!
Jack, I'll get together a version with all textures (even q2 ones) and post it in a couple days.
Thanks for checking it out guys!
From my first post:
"This map has so many entities that it had to stay fullbright (RAD can only compile maps with 255 entities or less, this map has about 320), not to mention the 65535 lightmap limit. "
This map is going for "extreme entity and trap madness". RAD does NOT work on this map. There are about 500 other maps that have beautiful lighting and exquisite brushwork. My map focuses more on giving players choices like "should I get blown up by the airstrike but get a last shot in on my opponent with the giant rotating laser?" and "should I fire the howitzer even if it's going to kill my teammate along with the guy he's fighting?"
Regarding the textures, for the most part I used the original textures for the boats that I was paying homage to. Yeah they could have probably used a retexture but it just wouldn't be the same. The water and some of the changes I made are beautifully 32-bit though!
Jack, I'll get together a version with all textures (even q2 ones) and post it in a couple days.
Thanks for checking it out guys!
Boatworld with all textures, including base quake2 textures and texture replacements for some of the baseq2 textures. Note that this map was designed so that anyone who had baseq2 textures and the uberpak would not have to download any textures (besides null.wal because of a bug, but it doesnt show anywhere). Just the bsp file. I made it that way so that I could run it on our server and people would only have to download the 1.5 meg bsp file to play.
http://gtp.aaashare.com/boatworld_all_textures.zip
http://gtp.aaashare.com/boatworld_all_textures.zip