REQ: Any keen mappers


mumblyjoe
06-17-2003, 08:20 PM
Hi!
My name is Mumbly Joe and I'm a team leader of an upcoming SP mod for HL/DOD. We need as many maps as we can get. At the mo we need a map for:
Crete
Berlin
D-Day
Hedgerow
Trainyard

If you can help or would like to submit your existing map for modification (from DOD to SP) then please PM me.
Thank You

06-17-2003, 08:43 PM
If you had any layouts that would be great, and I'll try to attempt one. As for now I'm going through mappers block (cant think of any good layouts). But untill then, I'll try to think of something and get to it. BTW: what type of mod is it?

Glidias
06-18-2003, 03:26 AM
DoD doesn't have a good singleplayer base (except for half-done/incomplete/buggy AI currently in DoD). It only supports the usage of one player.mdl as the player itself, and couple of buggy axis/allied grunts/barneys. Of course, it's possible to load up a map via "map blahblah" via the console, and play it alone against the enemies.

One of the things that i would like to do are 3 singleplayer campaigns: US PAra, US Infantry, and British Infantry . Each campaign consist of 4 episodes, each episode consist of 4 chapters, each chapter can consist of a 4 or more levels. I have the list. They should follow the actions of a particular division and company, so it's pretty realistic. And the 3 campaign thingy is to relate very well to DoD itself.

One of the possible things that can be done is that once you create tons of these levels with the not-so-good DoD AI grunts ( it appears that they are lagging, but i have edited those grunt models so that when they die via an act:86 that is appreantly missing, they fall to the ground, sometimes repeatly, but at least its better than standing corpses...so dun worry..and this is done as a temporary fix). Another way is to use Sturmbot, and via a map .cfg and maybe some programming on the STurmbot people's part, spawn tons of Axis soldiers, and end up forcing the player to join Allies....up against a bunch of Axis soldier and some of his own troops. Whatever it is, create the content. If it proves promising, i'm sure it can hopefully influence DoD dev team (some free ones that maybe not working on DoD 2.0) to perhaps fix the SP bugs for more content (like in COndition Zero) maybe support bots, while we wait for an HL2 version. After all, such valve hammer editor content can also be carried forth to HL2. And i have realism/large-scaleness in mind as far as authenticity is concerned, which HL2 would do even better, but HL1 do almost as good. Most importantly, ensure that a lot of these maps (singleplayer maps) can be played in multiplayer mode as well (Quake II for example has this...so ensure these maps can be played standard DoD mode as well so at least u wun waste yr time with these maps). Thus, you kill 2 birds with 1 stone with these and add more value to the maps and to the game in general!

Tell me, how are you going to mod DoD to support singleplayer?? You don't seem to be a guy that has their source code.

mumblyjoe
06-18-2003, 05:44 AM
This is going to be an external mod (eg not based on DOD coding) for DOD. It's main inspiration was DOD so I decided to look here for any modellers and mappers that were interested. The campaign will evolve aroung about 6 major 'chapters' in which you an agent in the SOE. The coding will be based on the existing HL singleplayer and the game will include a small deathmatch option but as it is designed as mod for DOD it won't be a MAJOR part.

In response to Winnebago, I'll see what I can do (I might be only able to do ruff layouts) I prefer the map has no monsters on it as well as weapons. Also create it to be Half-Life friendly (eg must have player start and no DOD-specific entities). You can have sound, sprites and custom models and if wanted, you can place monsters as a suggestion of where they will go.

TheNomad
06-18-2003, 08:57 AM
I see where he is going, its basically the HL single player but with dod style maps, dod gun models and enemys. so instead of a monster_grunt from hl it will look like a axis person. i think?

Glidias
06-18-2003, 09:53 AM
Would keep in mind...What he's saying is that if u hav an existing DoD map that would be suitable for their mod, then send it.

Or commit to creating those campaigns by joining them, i guess..

06-18-2003, 10:20 AM
if someone wants to host the dod_ower and dod_alostbu rmfs anyone can have them.

mumblyjoe
06-18-2003, 10:42 PM
That's exactly right Nomad!!! I might take a look at dod_ower as well Rozdower

Trail_Duck
06-19-2003, 12:37 AM
... SOE is now called ONE.soe , UK Trenches (http://www.uktrenches.com/) :D

But it sounds like a nice plan. Keep us posted, people are allways willing to contribute in this section of the Forum.

mumblyjoe
06-22-2003, 06:28 PM
Okay, I've got overviews for the maps. If you want a copy of them just ask.

06-22-2003, 07:04 PM
Originally posted by mumblyjoe
Okay, I've got overviews for the maps. If you want a copy of them just ask.


i'd like to look at them

Wittman80
06-23-2003, 01:22 AM
interesting idea, I wondered if anyone was ever going to try and make a single player mod off of DOD...

mumblyjoe
06-23-2003, 06:29 PM
I'll get them ASAP (need to scan them)

CptMuppet
06-24-2003, 05:05 AM
Hmm... thinking about it, but I want to get my Multiplayer DOD and CS maps finished first.

I have done work with HL single player (nothing released), I just had problems with the trigger_changelevel- I could change from say, Level A to B, and back from B to A. But when I put a trigger_changelevel going to level C from level B, nothing happened! :confused:

Make sure when u code the mode to make new monsters-
You should probably have something like:
monster_axisgrunt (weapons: MP40 + Grenades/K98/P38/Luger/G43/STG 44/ScopedK98)
monster_axisofficer (weapons: Luger/P38)
monster_axispanzer (self explanatory)
monster_axismachinegunner (enemy soldier using an MG42)
monster_axishalftrack
monster_axis88mm (heavy machine gun?)
monster_axismessershmit

monster_alliedUS (weapons: Garand + grenades/thompson/BAR/M1 Carbine/Colt/Springfield)
monster_alliedbrit (weapons: Enfield/Sten/ScopedEnfield/VickersMG)
monster_allieddemoman (A demolitions expert you could escort to a demolition site- give them something like 200 health for gameplay reasons)

MumblyJoe- play "Heart of Evil" just to see how to NOT make a single player war mod for Half Life! Play Poke 646 to see the standard... :) Just make sure u don't get us running back and forth around a level to find a door we opened by pushing a button on the other side of the map (or worse- pushed a button to open a door on another map- a la Heart of Evil)

I would be very interested to help in this mod!

(Yes, I know in the gaming forum I have slated WW2 mods as lacking originality, but a single player HL mod is rare! And for some reason, I am inspired by it!)

mumblyjoe
06-24-2003, 05:26 AM
My standard at the moment is They Hunger. It offers suspence, decent combat and a good storyline. Here's a few new details about the mod:
- It won't be based around the SOE anymore but more on the missions caried out by the SAS and Red Berets
- The US will only appear about twice in the game
- The current list of axis classes are: Rifleman (K43), Unteroffizer (MP40), Sniper (K43, K98S in future), Paratrooper (FG42), Mechanic (Melee), German Sheppard
- The current list of Allied classes: UK Soldier (Webley), SAS (Sten Mk2), Red Beret (Sten Mk5 Arnhem), US Marine (Colt), MP (Colt), Medic (Needle)

About the overviews (to be posted tomorrow):
- The first one is the attack plan for the raid on St Naizarre, where the harbour was destroyed to prevent the Tirpitz from being launched
- The next one is a set of attack plans for Operation "Market Garden'
- Another one is the attack plane for the "Cockleshell Heroes" who destroyed transport full of vital German supplies. Shows where they stopped each day to setup camp
- The next two shows the escape route. One of them shows how they got out in detail (eg slept in haystack) and the other the route they took through Europe to get to Gibraltar.
- A picture of the Mk5 Sten "Arnhem"

Sorry about the delay but I have to borrow a scanner!

CptMuppet
06-24-2003, 05:34 AM
Just ensure you have better map graphics than They Hunger then! Plus NO puzzles like in They Hunger please, they drove me mad.

They Hunger - good storyline? Ummmmm...
Why do none of your allies have rifles?
I also forgot to mention axis soldiers with Panzerfausts/Luftfausts/Panzershrecks (choose just one of those- they would do the same thing more or less)

Axis aeroplanes wouldn't be too hard to code- just modify the code of the helicopter (obviously so that it moves faster and can't hover)

TheNomad
06-24-2003, 06:49 AM
the second I saw SAS i thought i may help you.

mumblyjoe
06-25-2003, 04:48 AM
Sorry mate! I forgot to add that the standard I want it to meet is one of They Hunger AND Opposing Force. What I mean by this is it has:
-Suspence
-Good Action
-Good Storyline
-A variety of characters
-A large variety of scenarios
-Good scripted sequences

About the coding, it has not started yet because we are currently concentrating on getting all the models done. This is because most of us only are good at modelling and sound so once this is done, we will learn how to code properly (at the mo, we can only basically edit). The reason the Allies don't have rifles is simply because we haven't coded it yet. Also rifles won't be a major part of the game as submachine guns we mostly used by the Green Beret and SOE as they are light and quiet. We will put rifles in as we already have a flamer but all good things come with time.

Now, for the overviews (plus some useful pics):

http://www.ausmodders.com/albums/album09/dieppe.gif
http://www.ausmodders.com/albums/album09/map1.gif
http://www.ausmodders.com/albums/album09/map2.gif
http://www.ausmodders.com/albums/album09/map3.gif
http://www.ausmodders.com/albums/album09/map4.gif
http://www.ausmodders.com/albums/album09/sten.gif

This first one is of the raid at Dieppe where are small group of commandos took out the coastal defences. Early in the raid as they beached and entered the town, the people were very helpful but they were attacked from the west by some German infantry. The commandos then went into action and took out the guns. Soon they were pinned down and the dozen of them battled over 200 soldiers. Soon the German officers realised how many there were and tried to flank them. The commandos, low on ammo, bolted when signalled to leave with three flares. But they ran straight into a minefield but lucky only one person was injured. He then manned the mortar and with only six shells fought of the pursuing Germans. Everyone escaped.

The next one is from Operation "Frankton", commonly known as the adventure of the "Cockleshell Heroes". A group of commandos were dropped from a submarine in the Bay of Biscay and travelled up the Gironde for many days til they reached a German convoy, carrying vital supplies. After attatching limpet mines they made way for land and changed into civilian clothes.

After that (map 2), they went through many more perils from being attacked by an agressive farmer to being chased by Germans and sleeping in a barn. Then they made their way through Spain and ended up in Gilbraltar.

The Raid on St Nazaire (map 3), was an amazing raid where a huge force was put into action to take out the port at St Nazaire which was to harbour the Tirpitz before it escaped into the Atlantic. The first part of the raid was to disable the main lock by ramming a destroy packed with tonnes of explosives. By doing this, no traffic could go in or out and when the ship explodes, a large part of the warehouase area would be destroyed. The RAF was responsible for destroying the docks on the west.

The commandos, though were to take out the submarines. This wasn't too succesful as one party got captured, another suffered heavy casulties as it attacked the commad center and the third group was halted in the warehouse area as it was attacked by motorcyclists and was ambushed will pasing through a storage area. The commander and two soldier were injured by Germans hidden in the dark so the squad torched the light house when they saw a large group of the enemy run upstairs. Then all remaining units pulled back and escaped via the launches.

Operation "Market Garden" (map4) is well known and doesn't need explaination. I wasn't going to include it but if someone can make some good maps for it I will.

The last pic is one of the Sten Mk5 "Arnhem" from Operation Market Garden. Notice the sweet bayonet?

Any questions?

Wittman80
06-25-2003, 12:23 PM
This is a really cool idea. I feel like you should focus the game completely around the British, we've seen plenty WW2 games that have the US in them. Of course if you're talking about including US forces as in maybe random paratroopers you run into in Holland who help you out like Barney in HL or the paratroopers in Medal of Honor, that'd be cool.

So is the gameplay going to be somewhat like Medal of Honor where most of the missions are covert types, small unit actions of 3-4 guys? Or will you be fighting in battles where you have 10 or so AI buddies fighting with you? Or a combination of both.

I know what you're talking about with They Hunger (I wish Manke would create a 4th one and quit messing with BF1942.) I played all 3 episodes and loved the gameplay. Textures were a little ugly, but oh well, it was free.

Anyways, sounds cool, good luck!

gabagoo
06-25-2003, 05:53 PM
Originally posted by Wittman80
They Hunger (I wish Manke would create a 4th one and quit messing with BF1942.) I played all 3 episodes and loved the gameplay. Textures were a little ugly, but oh well, it was free.
whats 'they hunger' ?

mumblyjoe
06-25-2003, 06:06 PM
They Hunger was made by Black Widow Studios (www.planethalflife.com/manke). It was the first great Half-Life mod and is well known for its humour and it's gripping suspense.

The game will have a variety of combat, from Solo missions to a beach invasion. The US will appear only occasionally (eg in a hedgerow mission you come across a group of marine who are trapped in a mansion). The coding, as it is hasn't started but I've worked out a plan for the monsters.

mumblyjoe
06-26-2003, 03:21 AM
Okay, for anyone who wants to start work ASAP, use the official Spirit of Half-Life FGD. I've started the coding and it won't be finished for a while but the only changes will be the monsters and the weapons. All other will stay the same.

CptMuppet
06-29-2003, 09:04 AM
OK... but whats happening with the entites in the maps?

Ie will it be weapon_thompson, weapon_luger
monster_axisinfantry, monster_panzer?

It would be a bit confusing for some if for a thompson we were using weapon_9mmAR, or monster_hgrunt still.

mumblyjoe
06-29-2003, 11:37 PM
Create maps WITHOUT monsters and weapons. If you want to suggest where somethings go just used the standard monsters. At the mo, I just want the basic layout of the maps started.

[A5th]Kermit
06-30-2003, 05:57 PM
im glad to someone finally doing this!! but what i think you should do is just go out for the co-op instead of sp. if they want to play single play all they have to do is go into a lan game. but thats just what i would do. i dont really care what you do but you will see me downloading it:D

mumblyjoe
06-30-2003, 11:44 PM
Oh yes, there will be co-op. As this is designed as a SP mod for DOD, online action isn't it's aim. So instead we will convert the best of the SP maps to Co-op.

Alright, my coding will be done in 2 weeks max and then Alpha should be released (been bit busy last few weeks because of end of term)

gabagoo
07-01-2003, 12:22 AM
i cant wait bumblyjoe :D
btw im a beta tester, or atleast i hope so :D

mumblyjoe
07-01-2003, 03:06 AM
Betas will be public but ALPHAS won't. Remember also need some voice acting, maybe someone who knows a bit of German. As for sound editing, modelling, texturing and coding, that's under control.

So, has anyone started to have ago at mapping? Just to clarify:
1. The map must use Spirit of HL v1.0
2. Must contain NO monsters or items BUT if you want to suggest where they go, use appropriate entities (eg monster_9mm_ar for submachine gun, monster_hgrunt for german, monster_barney for friendly soldier, monster_houndeye for german sheppard)
3. Once the map is submited, it will be checked and then validated

By the time you probably have the maps done, my coding will be finished so you can start now or wait 2 weeks.

TheNomad
07-01-2003, 05:44 AM
I would be willing to turm my map into a sp one, but im not sure if its what u want, also, id love to beta test.

CptMuppet
07-01-2003, 12:14 PM
Actually, In Hammer, you can make up an entity in the entity name thingy by typing in something like "monster_axis_withk98" or "monster_allied_thompson". These entities would be completely FAKE, but would give MumblyJoe a better idea of what to replace them with (after sending the team the map) once the team's finished coding.

mumblyjoe
07-02-2003, 10:02 PM
Thanks Cpt. Muppet. But some mappers won't want to submit their RMF so thats why they can use a hgrunt for now.

News about coding:
- Created stick & mills grenade
- Created Panzerschreck, Thompson, Colt and Webley
- Armor now replaces the shields, comes as helmets and flak jackets
- Created objective items (eg pliers for opening certain doors)
- You can now parachute into levels (similar to Firearms)
- New bullet types created
- Some custom sounds implimented

CptMuppet
07-03-2003, 12:11 PM
Add a G43 please!

You know, you could make a new FGD file for this.

mumblyjoe
07-03-2003, 07:21 PM
Yeah the G43 is in, it replaces the shotgun but obviously it will be more accurate. As for the FGD, when I learn to make one I will but the coding needs finishing first.

[A5th]Kermit
07-03-2003, 08:03 PM
o sweet about the co-op. makes me happy:D

i might have missed it but do you have a site up?

mumblyjoe
07-05-2003, 06:16 AM
There is no site yet but soon there will. Anyway, the mod is in the process of getting a new name as a game by the same name (Call of Duty) was reveiled at E3 last month and features the same sort of gameplay I'm trying to create. Also a note about HL2, this mod WILL be available for it as soon as the Source Engine SDK is released.

CptMuppet
07-05-2003, 02:29 PM
Here's an FGD for the mod your making.

It contains the following added entities:
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

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"

07-05-2003, 09:55 PM
muppet, you can't just magically create an fgd and expect it to work. you need to create it after the .dll's are cause a .fgd only calls to the functions in there. i know he gave the names but writing a .fgd bfr the .dll is compiled is kinda like giving your map to servers to play bfr you've finished compiling it. not saying you did a bad job just saying don't expect the .fgd to work.

heck he may use your .fgd as a guide to name his entitys, but its almost always the other way around.

CptMuppet
07-06-2003, 03:39 AM
Its better than using the default Half Life FGD...

Besides- it wasn't hard to make, and could be easily altered or updated. Mappers could use the entities to figure out what to put where, etc; then once MJ makes the dll with the proper entities, an FGD with all the correct entities could be released, it wouldn't take too long for a mapper to go through the entities list changing entities used from this FGD to the updated FGD...

EDIT: This FGD is not official!

07-06-2003, 12:55 PM
yeah I know it can eb easily edit and could be used as a guide. I was just throwing out the warning to the less experienced who think a .fgd has some magical properties.

CptMuppet
07-06-2003, 01:17 PM
Ooops I left out any entities for allied solders!
Doh!

Updated version:
Added monster_allied_grunt
with 1 : "Thompson"
3 : "Thompson + HG"
5 : "Enfield"
8 : "STEN"
10 : "Colt1911"
12 : "BAR"

(read AngryBeaver's post above too)

mumblyjoe
07-06-2003, 09:06 PM
Muppet you are a legend!! I was going to code it slightly different so heres my list:
monster_axis_mg42 Remove this as you can just use turrets
monster_axis_fighter
monster_generic
monster_axis_fj (fallschmjaeger = paratrooper)
monster_allied_dead (dead allie)
monster_allied_grunt^
monster_allied_grunt2^ includes second set of units with different weapons
monster_axis_dead (includes fallschmjaeger)
monster_axis_grunt*
monster_axis_grunt2*
monster_axis_dog
monster_panzertank Keep this for now butI might remove it if I can't code it
monster_static_mg42
monster_axis_bomber Rename Junker_bomber to axis_bomber
monster_civvie
monster_civvie_dead
monster_sitting_civvie

weapon_knife
weapon_spade This will be an objective based weapon which you use to complete a task (eg dig a hole)
weapon_paraknife See above
weapon_colt Just simplified the name
weapon_webley Use instead of Luger
weapon_sten
weapon_thompson
weapon_panzerschreck Fixed spelling error
weapon_k98
weapon_enfield Use this instead of scoped Kar
weapon-garand Needed early on in the game as the story depends on it
weapon_k43
weapon_satchel
weapon_millsgrenade Use these two grenades instead of the one
weapon_stickgrenade
weapon_stg44
weapon_30cal Replace mg42 with this

item_9mmammo
item_45ACPammo
item_30-06ammo For Garand
item_K43ammo
item_30calammo
item_Karammo
item_flakjacket
item_helmet (different armor)

*monster_axis_grunt can have the following weapons:
1 : "Mp40"
3 : "Mp40 + HG"
5 : "Kar43"
8 : "Kar98"
10 : "STG44"
12 : "Luger" (can't pickup though)
14: "KarScoped"
16: "Panzerschrek"

^monster_allied_grunt can have the following weapons:
1 : "Thompson"
3 : "Thompson + HG"
5 : "Enfield"
8 : "STEN"
10 : "Colt1911"
12 : "BAR" (can't pickup)
14: "Webley"
16: "Garand"

A Few changes but not too many. Anyway when Cpt Muppet releases the next one start mapping. Already the test level is near completion and one of the hedgerow levels is in the works. Expect Alpha nad maybe beta within the month.

CptMuppet
07-07-2003, 01:50 PM
FGD update:

Includes entities from above.
monster_axis_bomber
monster_panzer - still there

Added: weapon_garand (not weapon-garand)
weapon_millsgrenade
weapon_stickgrenade
weapon_webley
weapon_panzerschreck
weapon_enfield...

Basically everything on MJ's list, including other monsters, and item_*_ammo updates.

Smashing a Func_breakable (aka breakable)
spawns: 0: "Nothing"
1: "FlakJacket"
2: "Healthkit"
3: "Colt"
4: "45 Ammo"
5: "Tommy Gun"
6: "Tommy Gun Clip"
7: "Sten ammo"
8: "kar 98"
9: "kar 98 ammo"
10: "enfield"
11: "Enfield Ammo"
12: "Webley"
13: "Webley round"
14: "Panzerschrek"
15: "PZRCHRK Clip"
16: "STG44 clip"
17: "Potato Masher grenade"
18: "Mills Grenade"
19: "Satchel Charge"
20: "Snark"
21: "30 cal MG"


When you add the FGD in hammer, you get a small error box thing appear in the background, just ignore it, the FGD works fine.

mumblyjoe
07-08-2003, 12:41 AM
Thanks Cpt. Muppet, a legend among legends. Well the coding is going well but I'm going to enlist some help as I'm falling behind. So for now I'm just modelling each item as I complete it's coding.

CptMuppet
07-08-2003, 01:55 AM
To code a 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.

mumblyjoe
07-08-2003, 07:07 AM
Yeah I was going to try and hack the turret code and change it's ammo type to rocket but that sounds alot better except that the tank will chase after you.

CptMuppet
07-08-2003, 11:28 AM
Mappers can use monsterclip to stop that I think, or just make use of some clever placement of ai nodes.

Also, tanks would look look terrible going up a hill, so they would be constricted to a flat area, which the tank couldn't get out of.

Oh, and the idea is- tanks are supposed to move. It makes it more interesting than the static tanks in the original HL.

07-08-2003, 12:45 PM
use the HMG grunt if he moves he moves very slowly. ne has the sort of stationary shoot and fire kinda mentality.

if you can't find it in HL ask Sven from Sven Co-Op

CptMuppet
07-08-2003, 12:51 PM
LOL, beaver- read my post on the last page.

The speed for which a monster moves is in the monsters MODEL file.

07-08-2003, 12:59 PM
well 2 posts were made in the time it took me to write mine!

or ym bros comp sucks and ditn load them looking at the post time.

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