anyone interested in ww2 sp mapping?
alex|no1studios
02-29-2004, 03:46 PM
hi there!
i just released my ww2 sp mod called Operations 1942 some days ago....and a patch (there were some problems... =)) )
this mod isn't a sp mod in a normal way. there is not one big campain/story you have to play through. it includes different independent missions that have to be solved.
for the next update/release i'm looking for pepole who are would like to build a mission for ops1942 in ww2 style. it doesn't have to be huge mission - a total playing time of 15min is already great. the goal should be quality and detail.
so if you ever wanted to build ww2 sp maps for HL, contact me alex@no1studios.com or post here. are there questions? post here, too.
pics i took form my first 1,5 missions (i know you are more talented =) ):
http://wh.fh-wedel.de/~alex_h/ops1942/media.html
main page and dl :
http://www.no1studios.com/1942/
plz dont flame me for posting here =) ,
alex
VoodooChild
02-29-2004, 08:21 PM
.........afraid to reply.......
Ok well your maps definately look great...the lighting and envrionments are oozing with atmosphere. Level of detail looks good and will run smoothly Im sure. PROPS.
Just a few suggestions, and I hope you recieve some help:
1. Get new player models (obviously)
2. Get new weapons (obviously)
3. Need some more WWII -ish stuff in there
** i know ur working on it but it needs to be said :)
Most people around here will not be shy about lending there material, I in fact am one of them. Just ask the texturers, modelers and mappers for their talent, advice, and most of all files. PM me if you have specific requests.
Id love to give you a map to make single player. Im working on several, perhaps Ill submit one.
Hopefully some people read this and contact you with some material you can use.
Thank you for making us aware of this project, and I hope they dont bust your thread. Dont be surprised.
CptMuppet
03-01-2004, 05:10 AM
Are you the dude who went by the name of Mumbly Joe?
If not.. then I spose the mod he was making crashed n burned.
I suggested the following entities to the said mod (you can use them :)):
"...
monster_axis_mg42
monster_messershmit
monster_generic
monster_axis_fj (fallschmjaeger = paratrooper)
monster_ranger_dead (dead US ranger)
monster_axis_dead
monster_axis_grunt*
monster_panzertank
monster_static_mg42 (can't move)
monster_junker_bomber
monster_civvie
monster_civvie_dead
monster_sitting_civvie
monster_axis_bomber
weapon_knife
weapon_colt1911
weapon_luger
weapon_sten
weapon_thompson
weapon_panzerschrek
weapon_k98
weapon_karsniper
weapon_k43
weapon_satchel
weapon_handgrenade
weapon_stg44
weapon_mg42
item_9mmammo
item_45ammo
item_K43ammo
item_MG42ammo
item_Karammo
item_flakjacket
*monster_axis_grunt can have the following weapons:
1 : "Mp40"
3 : "Mp40 + HG"
5 : "Kar43"
8 : "Kar98"
10 : "STG44"
12 : "Luger"
14: "KarScoped"
16: "Panzerschrek"
(see the FGD)..."
Heres some waffle about how to code a MOVING panzer tank:
"Hack the Hgrunt source code.
Give the Hgrunt a rocket launcher (for its cannon) and a machine gun.
Making the model: Make sure that the "walk" and "run" (or whatever you rename the movement animation sequences to)have animations which run at about 10fps, as this will make the tanks move slowly. Half Life bases the speed at which a monster can move on the FPS of an animation file. If you look at the hassassin *.qc, you will see the "run" animation is at 60fps, while an original Hgrunt is something like 35fps."
For more points and info, browse through this topic (start by reading the second page) http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=9471&perpage=15&highlight=Single%20Player&pagenumber=3
I hope this helps!
If I have time, I might make you a map. I haven't touched SP mapping for ages, but I'm fairly competent.
BTW on your site it says you choose the SP map from a list - is this in the STEAM GUI? (a la Condition Zero?)
What kind of gameplay are you going for - scripted or all out AI warefare (segments of Heart of Evil used this quite well).
For monster models, I would reccomend you get in contact with Devin Kryss, or TrpJED (both guys are on the fourms, Jed comes in here now and then)
The maps you've made look pretty sound (although the fog looks questionable). You certainly need more weapons than the 1911 and the Thompson (heres hoping the above comes in handy) - theres also an article on VERC about how to make SEMI-AUTO weapons.
Glidias
03-01-2004, 06:42 AM
Nah...the fog is different from the one in the screenshots (the horrid orange ones). Those screenies on the website are old. If u played the game, the fog really rules. In Africa, the fog is like AMerica's Army. In Norway, the fog is like MOHAA. In fact, the textures are sharper in the maps of this mod. This mod has one of the sharpest textures i've ever seen....and a brilliant lighting to boot. In fact, the graphic quality is as good as MOHAA ...i think better than MOHAA somewhat.
What it needs?
It needs:
-Different Axis models of all types
-Differnet Allied models ranging from soldiers, snipers, medics, etc.
-Call of Duty AI (okay, maybe not that good, but make it as good as Sven Coop and i'm happy!!)
-MG42 and other myriad of WW2 weapons
-Able to pick up enemy weapons
-Carry 1 main weapon at 1 time
-More maps..realistic fighting ones..
-Co-op mode gameplay against tons of incoming/respawning enemies...including lots of friendly AI and the ability to call 'em, ask 'em to attack targets, fall back, etc.
BTW, there is monster_allied_grunt, monster_axis_grunt and monster_allied_barney in the DoD FGD. They work quite buggily especially in v1.0, but workable... (if you dun have allied_barney.mdl, i have it just call me.). allied_grunt.mdl and axis_grunt.mdl should come with the default build of DoD v1.0.
kleinluka
03-01-2004, 07:58 AM
As far as textures goes you are free to use anything that comes with DOD and of course the custom wad sets released, unless otherwise stated in the readme.txt
Good luck with your project!
Dan
SoV-Mikeh
03-01-2004, 03:46 PM
Personally, as a mod developer, I would take full advantage of the wide variety of free material that you're allowed to use in a non-profit modification.
It always pays to create your own work and is ultimately more rewarding in a long-term situation, but maybe you should consider using DoD retail models. It would be more or less a single player expansion of DoD, which wouldn't be too bad, but may stray apart from your original intentions of creating the mod.
If you need a weapons animator, mapper, texture artist, sound artist, anything at all (I'm a swiss army knife when it comes to modding for Half-Life.. picked up the skills from my own mod) just let me know and I'd be glad to help you out.
Other than that, it looks great. Keep up the great work :)
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