Tuesday, 20 December 2011

Map: Messyroom1 Dec 20th Update

I have decided to knock this map on the head.  It needs to be completed so I will stop adding new ideas when some of the original ideas are only 90% working.  Now I work on the 'bugs' and see about making the lighting better and the room contents better.

Saturday, 17 December 2011

Map: Messyroom1 Dec 17th Update

Got the tardis working now - it is bigger on the inside.  I have just made the main room with the console in it - not much detail but at least it works.  I want to use a camera so you can see out of the tardis - waiting for other players to enter.  I would have liked to have 2 cameras but the game mechanics won't allow 2 active cameras, so I will stick with one.

The shootable targets work fine, dropping from the ceiling and trapping other players who are exploded after a few seconds.

The moving helicopter works 90% now - it moves when you enter it and travels the path I set out but I need to build a return path.

There are 4 conveyer now on the floor that shoot you along the ground fast.

There are 4 cannons that fire the player into the sky.  If there are no chutes or gravity changes to the server then they fall to the ground and die, but a server with parachutes can use the cannons easily.

I am working on a bouncing betty-type bomb.  The idea is you walk next to it - it rises quickly from the ground and blows you to fuck.  It works in a small example I have built.  Now I am making the bomb look like a cartoon like cannon ball with a face on it.  I did have a nice fire and smoke effect working on it but the minute I move the bomb the fire and smoke don't move with it.  I think that is because it is a env_fire entity that is not expected to move.  The fire would be nice but I will dump it to save some time I expect.

I know that this map has been ongoing for some time now and I honestly am getting bogged down in it.  I think I have made the room to big and therefore filling it up is taking some time.

My son x-Psycopath likes futurama and reckons I should try and make the travel-tubes from the show.  I see how to make the idea work in theory (hidden brushes that push a player along a clear tube, or even some sort of speed up player option in water?) but again that might take some time.  The map itself is looking a bit ugly and I have not had time to make any jokey elements but a few.  I have nuts magazines, duff beer cans, cancer stick fag boxes, some y-front underwear but need to add in some more once I think of them.  I want the map to be memorable - that should balance out the ugly factor.


I got the digital photo frame to finally work so it displays different images in a sequence.  I used one brush and texture, but the texture is saved as an animated texture - which although works okay for in game sprays needed tweeked in the .vmt file to make it work properly.

I still see no way to get the current server time into the map.  If I could do that I already worked out how to make my analog clock show the time, so until that is worked out the clock just turns its hands with no relation to the actual time.

Saturday, 19 November 2011

Map: Messyroom1 (Work In Progress) additional

I have been working on the messy room map again with success and failures abound.  Every 3 steps forward drops me back 1, but progress is being made.

I have a helicopter that I would like players to jump in, which should then automatically follow a tanktrain path.  This works a little but is not moving all the way along the paths.  I used a trigger_multiple to make it work.  The rotors have stopped rotating but I know that I made a mistake with tie-2-entity - that can be fixed.

I have some huge targets on the ceiling that can be shot and then drop to the floor.  After so many seconds they respawn and can be shot to drop again.  The problem with them is I would like them to damage players on the ground when the come into contact with them - they don't damage them.

P.S. Some research and I have fixed it.  I used env_explosion along with my trigger_multiple.  The new process is:

  • Shoot the trigger_multiple which looks like the target -  does that mean its just breakable and not a trigger?
  • That lets the target which is a physbox drop to the ground.
  • 6 seconds after the shooting the env_explosion is set of.
  • 8 seconds after the shooting the trigger_multiple it is respawned using the point template.
  • 10 seconds after the shooting the physbox is respawned using the point_template.
Sounds a little complex because it is a bit.  Its a bit of a headfuck.

My next problem is working on my tardis.  I want it bigger on the inside?  LOL - I wonder if I will manage that.


Tardis idea working so far.  I used a trigger_teleport to enter and exit the tardis, so it really is bigger on the inside.  The only problem is I need to make a camera on the door so the player gets the impression that they are seeing into the tardis from outside and also one that does the same on the inside.  That way players will be able to see if there is someone in the tardis and also when they are in - see if anyone is going to come into the tardis.  I might also have the tardis light on top activate in some way when the tardis is occupied.  I added some orange and green lighting to the inside of the tardis that didn't show up.  After a few hours of not thinking about it I realised that the tardis inside was a cube outside of my main room - therefore no skybox enclosed it, so thats why there was no light!  You need a skybox around the tardis inside as well.

Silly really. >> didn't work (.  Back to the drawing board.

Saturday, 12 November 2011

Map: Nuke Town

I have acquired a CCS version of COD Black Ops map Nuketown, which I am busy converting to work in DOD Source.  Here is a work in progress.  Mainly just retexturing now coz the ones used were all CSS textures, how annoying.

There will be a GG (Gun Game) and a CTF (Capture The Flag) version soon!

Just a quick update.  The retexturing is done, the counterstrike crap have been removed and I am in the process of adding in some props that were on gamebanana (a tanker trunk, a long trailer truck which I am making out of the tanker and a helicopter).  The props were okay but again te textures were mostly gone because they were made for counterstrike course.  I have also had to fix the helicopter because the rotating blades were made incorrectly and did a jiggle more than a rotate!

Friday, 11 November 2011

Map: Red Water 1

I have completed redwater1 in two forms.  There is a gun game (GG) version and a capture the flag version (CTF).  It has been posted on a few websites so others can get it.

Here are some screenshots.

It is based on some classic orange-type maps I have seen over the last few years but with some 'twists' to make it more interesting.  The spawns are protected from other team invasion, there are two towers and a raised middle area.  You can get out of spawn 3 different ways, underwater, jump out or run along a walkway.  The walkway takes you to the niddle.  If you play the CTF version then the 2 towers and middle area have the capture points which are identified by the blue electric beams!  There are a number of special effects including vertical moving platforms to shoot from, the 'Hellraiser' cube and a dark, moody, red and wet killing arena.

Some links to the maps are:


and also


But you can find the maps also in http://www.map-factory.org/

Enjoy!  Feel free to decompile the maps and see what I have done in Source SDK.

Link to CTF Redwater 1 on gamebanana
Link to GG Redwater 1 on gamebanana

Thursday, 10 November 2011

Map: Messyroom1 (Work In Progress)

Messyroom1 Map

This is the progress so far with a RATS type map which can be used for DOD public CTF, Gun Game and also Sniper (possibly).

The development time on this map is growing simply because I need to make the room look 'full' i.e. I need to make objects.  I have worked on an xbox 360 and controller, some DVDs, CDs, a plasma tv, some ikea type furniture, a samsung galaxy phone, some storage baskets, but every time I make an object for the room I see that I have so much more to make.  The storage baskets are enpty so I need to make objects to put in them!  It is a time consuming job but hopefully the end result will be a good rats map and played by the dod source community.

Updated Nov 14th 2011.  I have added a number of elements to the room including a giant Kenny doll.

Saturday, 15 October 2011

Mapping 04

Yes its true I have already got my fourth map ideas spawning fourth - thanks to some help from my ten year old son.  He loves the CS rats type maps and so do I so we have decided between ourselves to imagine what sort of one we would like ourselves.

The idea is currently called messy room so dod_mesroom_b_?.bsp seems like a suitable name for the map.  In order to make this map I will need to have completed the other 3 sinply because the ideas we are already discussing involve all of the methods and techiques I see being needed in those maps plus much more!

Imagine a teenagers bed room with the expected elements. 

  • An XBOX 360 with working power button and of course red ring of death.  Probably even the DVD eject tray.
  • A TV that works with the XBOX.
  • A computer or laptop playing DOD.
  • A messy bed with some sad loser type covers and pillows.
  • Some lads mags.
  • Some suitable wall posters.
  • Some classic drug objects like a bong.
  • Some toys including starwars (that way we can bring in the nice starwars models in HL2).
  • Some working toys like a Dr Who tardis police box (bigger on the inside + can move/teleport from one part of the room to another).
  • A walking kenny doll from south park that you can ride in (shooting from kennys brain would be cool) along with some way to stop kenny dead and destroy those riding his brain - so watch out campers.
  • A train set (manily because I have some tran set models - sad).
  • And any other stupid idea we can come up with.
The walls will have tunnels and ladders, the lights can go on and off, the general room objects like chair, book shelf etc is just like the way they work in rats type maps.  I would like some nice objects to get power jumps from although I need to work out how to do the power jump mechanism.  Anyway lots of maps to make and hopefully I will have this map done or at least half done in about a months time.  I would like to have 2 maps made every month - that way bringing in some variety.  I will stick to the 2 types of maps as well.  Proper battlefield type maps and also fun maps.  Don't even ask me about map 5 because I already reckon it will be desert-like or jungle.

Mapping 03

I have already started coming up with a basic plan for my third map which will be a bigger version of dod_para_s_3.bsp and will be called dod_para_b_?.bsp and will contain some of the following elements.

  • A snow covered battlefield with a small town in the middle of the map - some place like bavaria.  It will be rough terrain with hills, slopes and cliffs.
  • There will be a major tank battle taking place on the map between the two sides with panzer and sherman moving around the map, stopping once in a while to shoot their cannon.  These tanks can be used for cover, but can also kill anyone who gets in front of them.
  • There will be some small trench systems.
  • There will be bunkers allowing for long distance fighting.
  • There will be flags at each end of the map but more in the small town where players will need to fight house to house to take the place over.
  • There will be spawn points at each end of the map but also over the town to allow for paratroopers from each side.  The paratroopers will spawn in 2 planes and have to jump out the plane door.  The planes will also move around the map, and because of the thick cloud cover it will be very difficult for a player to know which part of the town they are over when they jump - making it possible to parachute into enemy held areas.
  • There will be howling winds, driving snow and many sound effects and special effects including fires.
  • There will be worknig mortars that can be used and will infilict damage on players if they are in a mortar area at the time.
This will be a very big map, that will contain many features rarely seen in dod source maps.  Expect a huge battle with some almost scinematic views.

Mapping 02

The following map adeal has been sidelined until I have more time.  I have decided to concentrate on dod_para_b instead (See Mapping 03).

The dod_chess_b_?.bsp map or chess for short is starting to take shape.  I have built the badic playing board and some pieces including Castle, Knight, Bishop, and Pawn.

  • Castle:  An opening at the rear leading to a ladder that takes you to a middle room with a triangular window to shoot from that also has some cover and the top of the castle, battlements to shoot from.  I need to add in the buttons to move the castle and the mechanism to make it move but I believe that is very do-able.
  • Knight:  An opening at the rear leads to a ladder that takes you to a middle room that has a square opening but no cover.  Higher up you can crawl to the eyes of the horse where you can shoot from.  The buttons to move it and mechanism has still to be built along with the glowing eyes and fire/smoke from the nose.
  • Bishop:  A non-mover.  Some pieces cannot be moved in order to make the moving mechanisms operate well.  If I moved everything the complexity would become very difficult.  Right now the complexity will be hard.
  • Pawn:  A moving piece with no way in or ladders.  I see these being used as blocking objects or squashing objects.  They can be used for cover by players or they can also get squashed by them.  Shoot the head moves the piece one space toward forward.  Shoot the body moves the piece one space backward.  There will have to be some sort of animation/ warning built in to alert players that the piece is about to move.  That way the have a small opportunity to get out of the way.  I might need that with most pieces that move.
  • Queen:  Not built yet but will have a ladder, places to shoot from and buttons to move.
  • King:  Not built yet but will not move, although will have a ladder and places to shoot from.
  • Teleports:  There will be some teleports near eash sides spawn that will take players into the sky in the middle of a crazy bad storm cloud with lightning, thunder, weird lights etc.  They will then fall to their death from the storm unless they deploy their parachute (plugin for SM_Parachute).
  • Conveyer belts:  I see a need for some fast moving conveyer belts so players can move along the side of the chess table quickly to get access to their tunnel systems.  This may be in the form of moving vehicles or the like e.g. halftrack or perhap something funny.
  • Tunnels: There will be some tunnel systems built into the chess board that will allow players to come out somewhere near the middle of the board.
  • Clocks:  There will be two clocks like the ones used in professional chess that will have rooms to enter and shoot from - another place for a battle.

Monday, 10 October 2011

Map: DOD Para S 3

First Map On DOD Source

I have not tried mapping in a long time but have recently had another go at it using the Source SDK.  My first map is called dod_para_s_3.bsp (Para because it would be good with a parachute enabled server, s for small and 3 for version 3).  I have uploaded the map to some places like filefront but the mapping activity was a few years ago.  I have a feeling that I am one of the few working on maps right now.

Below are some screenshots.

Axis Spawn Area and Bunker
 Axis Tower Flag
 Allied Tower Flag and Bunker Spawn
 The Moving Panzer Tank viewed from the Red Smoke Flag
 The open area of the map where heroes are made
 Axis Bunker Roof showing another view of the battlefield

This map is on the TFT (The Fighting Tigers - house of love) DOD Source Server and is being tested for playability and bugs right now.  I have rejoined the TFT after a break and am now tagged [TFT]Glassjaw.  It is also hosted on the Map Factory here.  The maps ia also ai MOD DB now.

I am already working on another map, even as though I have just completed this one.  It will be called dod_chess_b_?.bsp  The ? meaning no idea what version I will  end it at.  The map will be a big fun map containing a chess board and pieces.  Sounds crap?  Yes on first inspection it does but I will have gigantic chess pieces with the ability to have them moved by players that are inside them.  You can enter some of the pieces, find a place to shoot from and even move the piece to certain positions on the board!  There will even be some flying as some of the pieces will take to the air to get to their positions.  I am hoping to make the knight (horsie thing) breath out smoke or fire or something and have glowing eyes.  There will be some tunnels cut into the chess board to allow brave players to move around the board independently - but they will have to beware as pieces that land on you or hit - you will be squashed!  There will be some teleports on each side of the board that will allow players to appear in a crazy looking storm cloud system that will be above the centre of the map - they will fall to their deaths if they do not deploy their parachute (requires SM_Parachute SM Mod Plugin).  They can then sail down onto pieces that are near the middle of the board or brave heroes might even try to invade and take over the enemies pieces.  Many of the pawn will be moved by shooting them.  Shoot the head will move it one place towards the middle and shooting the body will move it back.  This way players can use them for cover or even be squashed by them.  There will be 2 stop clocks as in professional chess which will also have a few surprises.  I bet a chess map sounds better now!

Tuesday, 9 August 2011

Nothing New To Talk About

I have noticed that it has been a while since I added anything useful about DOD Source.  I think I may have come to the end of my knowledge acquisition as far as tweaks are concerned.  If anyone has any interesting workarounds I would love to hear.  I will go back to my one failure - Stopping Smoke - and see if I can come up with an undetectable solution.

I have recently bought some new games - after DOD:S  although I love the game engine.  I got TRUE CRIMES ; NEW YORK CITY, RED ORCHESTRA OISFRONT, and also METRO 2033.  I expect that true crimes will be just a quid play single player game (practice), red orchestra for some slow but appealing kills and metro for some much needed storyline.  I got them all cheap.  Orchestra 2.99, Crimes 99p, and Metro 7 quid, which I reckon is low even for a supermarket. GG steam games..... 

Monday, 11 July 2011

Steam Ping and Clans

I have just left a quick message with my CL Mossop from TFT (The Fighting Tigers) that I won't be wearing the tags anymore.  I have had ping issues with my 3G dongle and mix that in with the TFT server using a ping manager that decides to kick me every few minutes?! I see no point continuing with them.

I can easily get on other servers in Europe and America with no ping kick issues so I will just bum around as [adct] Glassjaw again.  I only lasted <1 year in that clan, which for me is surprising because I tend to hand around.  I was 5 years in the FFC (Fat Freddies Cathouse).

Guess im an [adct] Addict again, haha.

[ADD POSTY] I'm noyt a cunt.  I miss the TFT clan coz i am a wee softy - but Right now my ping is getting fucked.  I miss Mrs Stoned, Ludsa, even Moss :::: but right now I am fucked PING-WISE.  I don't wanna be a drifter but my chocolate outsides says I must be.  [HIDE WITHIN ONE;S SELF LIKE A FUCKING ROYALIST]. Open my shit covered nacks 2 reveal Furious George's  Killie Pie!! .. f .. e.. c .. k .. 

Sunday, 30 January 2011

Day Of Defeat Source : Tutorial 6 - Animated Spray Tag

Animated Spray Tag  
It seems that an animated spray is not an impossibility in source games, just a little bit tricky.  In order to make one, you need some individual images that will make up your animated sequence/picture

For those unsure what an animation is, take an original image, make a copy of it and change it a bit and so on until you have some 'animation'  ::  the first to the last image if show quickly one after the other gives the impression of animation.  If you are making your own, I suggest using Adobe Fireworks which allows the use of layered imaging..Unfortunately this is not an animation tutorial, but will simply show the mechanics of what needs to be done.

You need 1 essential program called VTFEDIT.  It allows you to edit VTF files and also make them.  The game spray is essentially a VTF file.  If you view some of my older posts you will find a link to the program there or simply type into Google, VTFEDIT DOWNLOAD.  It is very easy to find.

  1. Download VTFEDIT.
  2. Install VTFEDIT.
  3. Make your images for the animation and save them as JPG image files.  Make sure the names of the files are in a sequence e.g. image01.jpg, image02.jpg, image03.jpg.  Why a sequence of names?  This is the order that the animation will appear in the game spray.
  4. Run VTFEDIT
  5. Import the images and click OK to any messages (we only need the default settings).  If everything went well you now have the images imported and ready to be turned into a VTF file. If you had errors it may have been because your images have different sizes/dimensions.  Ensure that all of your images sequences are the exact same size width X height.
  6. Select File menu Save option.  Here you will save the VTF file.  Ensure you save it in the correct location where the logos/sprays are held within the game folders.  C:\Program Files\Steam\steamapps\USERNAME\day of defeat source\dod\materials\vgui\logos.
  7. Now Toole menu Create VMT File. The VMT file contains the images.
  8. Start your source game, select Options and Import the new spray. 
This process is not overly complicated but making your own animation takes some time.  You may want to cheat and try and find existing animations that are in GIF image format. In order to use these you will also need a GIF Animation program to extract the individual images that make the GIF image.

Happy animating!