Hey guys.
I've been fiddling with MiniMTL222 and the CTF gametype.
I'm hosting a server for the next few hours called Shinobi's Zero Aug CTF Server. There will be a small selection of maps I have edited to make compatible with minimtl222's CTF gametype. All default maps (including Cathedral so be aware of mismatches!), one or two popular DXMP maps and some absolutely terrible maps just for good measure.
I haven't asked map authors for permission in most cases as I've seen most of these maps in many different forms on DXMP, and all I'm doing is simply adding the CTF flags, all credits remain intact. Obviously if anyone isn't happy with me doing this, I will happily stop hosting and delete my edited versions.
So far....
DXMP_Area51Bunker
DXMP_Cathedral
DXMP_CMD
DXMP_CTF_EnemyAtTheGates
DXMP_CTF_Ninja's_Sniper
DXMP_CTF_Zan-Goh
DXMP_Silo
DXMP_Smuggler
Please feel free to PM me regarding these map changes, and post any requests or suggestions here.
CTF Conversions
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: CTF Conversions
Yes. Obviously RENAME any map you added ctfflag spwnpoints to.
Landerneau2 is nearly fnished, as is Sector3, a Cath version, Nevada and Area51 edit.
Landerneau2 is nearly fnished, as is Sector3, a Cath version, Nevada and Area51 edit.
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: CTF Conversions
better than start a topic I add here if that is ok.
MM had not finished Landerneau 2. It appeared he was making a canal, so I followed that idea and removed everything that was in the altfire version. Also I retextured the map as per MM's "monotone" instructions. I did add a tunnel between the canal and the 20mm house and the water tunnel. I numbered every house except the Church from 10-20 so team play is possible. I added a Panzer, Me109, Hanomag and some Jeeps from Fuhrpark.




For those of you who don't fully appreciate a Tiger smashing into the side of a house...

Just in case you missed it...




MM had not finished Landerneau 2. It appeared he was making a canal, so I followed that idea and removed everything that was in the altfire version. Also I retextured the map as per MM's "monotone" instructions. I did add a tunnel between the canal and the 20mm house and the water tunnel. I numbered every house except the Church from 10-20 so team play is possible. I added a Panzer, Me109, Hanomag and some Jeeps from Fuhrpark.




For those of you who don't fully appreciate a Tiger smashing into the side of a house...

Just in case you missed it...




- Magus
- THIS IS SPARTAAA!!!
- Posts: 341
- Joined: 27 Aug 2005, 15:41
- Location: Manchester, England
- Contact:
Re: CTF Conversions
Landerneau is a sexy map, one of the few I've ever seen that made me just go 'Whoa.'
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"


- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: CTF Conversions
MM's coaching in one sentence would be to say he made me feel stupid for ever using a texture to depict something dimensional.
It's a lot more detailed than SP maps, every single window in the map has a frame. Every shutter now moves. His telegraph poles have wire. The map is so simple, one street, a house in the middle which dominates. The simplicity of using mainly 3-4 grey textures throughout the map as well is beautiful.
I'll be uploading the whole of Fuhrpark mod, hundreds of prefabs converted from UT for DX by Atlantis. Pirate ships, German police cars, Star Wars, Babylon 5, Star Trek, WW2 vehicles, etc... so all mappers will be able to use it.
It's a lot more detailed than SP maps, every single window in the map has a frame. Every shutter now moves. His telegraph poles have wire. The map is so simple, one street, a house in the middle which dominates. The simplicity of using mainly 3-4 grey textures throughout the map as well is beautiful.
I'll be uploading the whole of Fuhrpark mod, hundreds of prefabs converted from UT for DX by Atlantis. Pirate ships, German police cars, Star Wars, Babylon 5, Star Trek, WW2 vehicles, etc... so all mappers will be able to use it.
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: CTF Conversions
Before you do that will you test each prefab to see which ones do not work and therefore taken out.
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: CTF Conversions
do not work? They're just brushes, not quite sure what you mean, but none are uploaded which I haven't personally imported.
- chin.democ.
- chinny!
- Posts: 2823
- Joined: 10 Aug 2006, 17:19
- Location: London
Re: CTF Conversions
It's just quite a few brushes never appear for want of a better description. I think some models require you to move the active red brush in order for them to appear which is good to bear in mind too. And some create BSP holes, but overall it's a fantastic addition to any mapper's repertoire.
- ShadowRunner
- It's over 5000!
- Posts: 6882
- Joined: 28 Feb 2006, 21:07
- Contact:
Re: CTF Conversions
Ah yes, nothing will be uploaded that is useless. If your brushes aren't appearing it might be a virtual memory issue. The only time I can not import is when I have run out of Virtual Memory. If there's any furhpark that don't import anyway, I wouldn't include them.
Sometimes I make a t3d and it fails to import, but that is because it wasn't made properly. You have to copy polygons to brush and make the red brush the brush that you are exporting, not the original actual brush.
Sometimes I make a t3d and it fails to import, but that is because it wasn't made properly. You have to copy polygons to brush and make the red brush the brush that you are exporting, not the original actual brush.