this pack! Enjoy :)
gametypes: dm / tdm / ctf (ctfx, cctf) / dem / inf / elim ktmwtb & tktmwtb / ctb & tctb cah & tcah and goldrush
included: wood bridge stone bridge hanging bridge bunker battle tank
to make a chopper...[/quote] ** Watch this space **
download some UNOFFICIAL 1.03 source code for use. Raven promised us that a new 1.03 SDK would be available sometime in March 2003, of course this never eventuated. Since people often ask about being able to download the 1.03 source code, I have provided some 1.03 base code I use in my mods for public use. This code is 1.02 code which has been updated with the 1.03 code changes which were given to us by Raven. A full list of changes can be found in this readme. To the best of my knowledge this code is 100% correct, and is an almost perfect representation of the Raven 1.03 code. The only additions to the code have been to fix a gametype problem introduced by 1.03. Although don't blame me if something crops up later is doesn't work - use at your own risk. I have also included a tutorial by Sevensins in Word format with the code - this tute is handy for those who are having troubles setting the compiler up. I accept no responsibility for damage to data, or physical damage to hardware, caused by the appropriate or inappropriate use of this code. It is deemed that users who attempt to use this code, are automatically considered as having read and understood this liability clause before using the said code.
pete[/quote] skies included with floating clouds : -bluesky -greysky -nightsky static skies included : -desertbase -nwday (nightwalker) -nwftd (nightwalker_ftd)
look at how I did things. I first started working on Full Metal Rocket so I could learn about how to make a mod using the Quake 3 engine - maybe this code could help others out in getting started in coding for SOF2.[/quote]
: barb_wire.map bareel.map bunker.map elevator.map furniture.map guard_tower.map
.map prefab to load. The prefabs use the texture directory for the name. Therefore if you would like to see the texture used or modify the prefab, simply load the texture and find the texture name as used for the prefab name: ex: airport_toolbox.map - Load the airport textures and find the texture named toolbox. All files here-in are free to use without need to give me credit. These are included in all editors so I can\'t claim them as mine. :-) This file is free for distribution.[/quote] Some of the files included are: airport_generator airport_generator_d airport_metalcloset airport_toolbox armory_foodlocker armory_foodlocker_burn cemetary_bio_crate colombia_crate_boom colombia_crate_boom_dirt colombia_crate_guns colombia_crate_guns_dirt
Well go look at the screenshot and you will understand, hehe. By the way, this was inspired by CKY, surpirsed there isn\'t any blood on it :P.
building.The industrial one is a long ladder from street to roof with iron protectors which disable falling down from a deadly height... These Prefabs allow you to add these ladders to the maps that you create
(not included) but what you cant see is the gun also has a trigger behind it one you walk into when pushed it will hurt the player in front of it, play the m4 muzzle effect, and play the m4 sound (more like a machine gun) thus giving you a realistic emplaced gun in mp! enjoy...[/quote] Another prefab to help you mappers along :)
up to you to make this great, half finished, map complete!
The ladder already contains the ladder tool. Nothing else should be needed to have a functioning ladder. Once placed in your map, make sure that the angle key is set to the direction that players will climb the ladder![/quote] Prefabs Included in wood_ladder: 1 file(s), have fun with ladders:)
The ladder already contains the ladder tool. Nothing else should be needed to have a functioning ladder. Once placed in your map, make sure that the angle key is set to the direction that players will climb the ladder![/quote] Prefabs Included in rope_ladder: 1 file(s)
honour is yours to complete this map.
messed up after a few people have run up it). when you put it in, you should move the steps to a place where you can light them and not put any shadows, such as high up in the sky.
of light for your map ;)
this to move up (angle ; -1) or down (angle ; -2), and change the distance it moves by adjusting the lip value. to calculate the value for lip you need to get the distance you want it to move, and subtract it from the height of the elevator. for example, if the height between the two floors is 500 units, and the elevator is 200 units then you would do 200 - 500 = -300. and so the lip would be entered as -300 - Elevator2 Prefab: More complex than standard elevators (so best to ignore at first if you are a novice mapper). press the button on wall to call elevator and open doors, then after the elevator has moved the doors open again to let you out. This prefab was just cut out from one of my maps and still has the lift shaft and walls around. this was done to show how they all fit together, so you might want to delete these parts when you come to use it./quote] Enjoy :D
far away from the real thing i suppose. Enjoy
using these in your up and coming maps :) Look out for the next installment...Car models ;)
for a bigger section.
right, a few of the textures need to be adjusted and you will have to make a way into the hidden room before using this house in a map[/quote] This house prefab is basic and can be used to help with mapping, such as learning how to make a door open, ladder, teleporter or how to place a CTF flag.
ask me for permission to edit this.
time, feel free to finish this map ;) New mappers can use this one as a nice prefab too. I hope it\'s becoming any use.
and light entities which have to be adjusted properly to your wish. So you will have to add textures, models, sounds, spawns, gametypes of your choise. Hope you guys enjoy this ! I\'ll be working on mp_assault for my dear friend Diogo after I finished the current map I\'m working on.
used it in the release. Seems a shame to see it go to waste so I am releasing the .map file for all you budding mappers to use in your projects.
ask me for permission to edit this.