Trying to create CTF level

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dancecrave
Posts: 12
Joined: Thu Jun 21, 2007 10:47 pm

Trying to create CTF level

Post by dancecrave »

Hi all,

I am new new here. I have been looking everywhere but can't seem to find out what im doing wrong.

I am trying to create a CTF type level, been using GTKRadiant 1.5 and can get DM and single levels to work fine in Q3 arena.

I have added all the team stuff like red and blue spawn points and flags to the level and am running Q3 with the options:

+sv_pure 0 +set com_hunkmegs 26 +exec ctf.config +map q3dmal

It loads and just sits at the front screen. If I omit my level q3dmal it goes into one of the default ctl levels. If I run without the +exec ctl.config it runs as a normal level.

As usual, I have spent ages playing around with things, (like saving the map in baseq3/maps and ctf/maps/ but there must be something simple missing here, like needing a .config file.

Please help, I really don't know what to do next :icon23:

thanks :)

Alan
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

The first thing that comes to mind is that you might be trying to load the map in an incompatible gametype like FFA.

Load up a normal ctf map and when you get a ctf game going type into the console
/sv_pure 0
/map q3dmal

it should be in ctf mode when you're loading the level now.
dancecrave
Posts: 12
Joined: Thu Jun 21, 2007 10:47 pm

Post by dancecrave »

Hi, thanks for replying so quick! :)

I had tried something similar, but just did again and it just comes back with:

"can't find map maps/q3dmal"

I tried with paths too, just in case.

I don't suppose it's looking the pak0.pk3 file for my map or something like that?

thanks

Alan
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

Did you compile the map using q3map2, so you got a .bsp instead of a .map?
dancecrave
Posts: 12
Joined: Thu Jun 21, 2007 10:47 pm

Post by dancecrave »

q3map2 is spawned by GTKRadiant to create the BSP. I then ran bspc to give me an .aas file as well. Still no joy.

I tried adding my level into the pak0 file as well but then it can't read the pak0 file!

Surely I am just putting something in the wrong place ?

thanks

Al :confused:
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

Don't EVER touch the original paks (pak0-X) coming with the game. You would ruin your checksums and will not be able to play online on pure servers.

After re-reading your starting post, I realized that you actually CAN build and start normal dm maps ingame. Dunno what's goin' on there. Double-checked that all files are in the right directories and you're in the right game mode and mod? Checked again in the console if sv_pure is disabled?

The .bsp should be in /baseq3/maps
Then with /sv_pure set to 0 you should be able to fire up your map with /map <mapname> (without path and extension). If this fails, pull down the console, scroll up and paste the error message here. Also make sure that at least one info_player_deathmatch is in your map, so that you actually can ran the map in no-team modes.
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Yea. I was having issues with maps in the beginning so I made the mistake of adding my .bsp and .aas to my pak0.pk3 to make them work just to test them out. It was a heck of a task to fix everything.

Simply bsp compile the ctf map in GTKRadiant with what ever switches you like.
To realy test the map you should probably use the
(test) BSP -meta, -vis -fast, -light -fast -super 2 -filter option in GTKRadiant.

Create your .aas for the map in the command prompt or in what ever front end program you like (e.g. Q3MapToolz) useing the
bspc -forcesidesvisible -bsp2aas q3dmal.bsp switches.

Then to run the map prior to packing it into a .pk3 go ingame and at the starting screen bring down the console and type in

/sv_pure 0
/devmap q3dmal

This will load the map in FFA mode. Then bring down the console again and type in

/g_gametype 4

It will tell you that the gametype will be changed after the next restart. Then restart the map and there you are in CTF mode.
Add the bots you want to the teams you prefer useing the consol command

/addbot sarge 4 blue or /addbot sarge 4 red.

Just in case you don't know and you probably do, but anyway the 4 in that comman line is what skill level you want the bot to be on.

1 for I can win
2 for bring it on
3 for hurt me plenty
4 for hardcore
5 for nightmare

do a /addbot "botname" "skill level" "team color" for each bot you want to add.

Then play it up :)

After you are happy with the map pack it up in a .pk3 and just place it in your baseq3 folder and you should be able to select it normaly from the menu of maps.

I hope this helps. :)

BTW, Welcome to Quake3World! :q3:
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
dancecrave
Posts: 12
Joined: Thu Jun 21, 2007 10:47 pm

Post by dancecrave »

Thanks for all the replies,

yes Magnus that did the trick :)

All I needed was the g_gametype so the CLI I use is now:

quake3.exe +sv_pure 0 +g_gametype 4 +map q3dmal

I look forward to making my own .pk3 file :)

BTW: I has a backup of the pak0 file :icon31:

Thanks again

Al
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

I think your problem is the missing deathmath spawn point, so the map would crash if you load it in other mode than ctf. Just put one inside your map, IIRC it is not used at all when running ctf but it would make it easier to load the map :)
The gurus here should correct me if I'm wrong though.
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

maz0r wrote:I think your problem is the missing deathmath spawn point, so the map would crash if you load it in other mode than ctf. Just put one inside your map, IIRC it is not used at all when running ctf but it would make it easier to load the map :)
The gurus here should correct me if I'm wrong though.
No you are right. I didn't notice where he mentioned that he placed blue and red spawn points, but never mentioned a player_deathmatch and/or player_start.

You absolutely need a player_deathmatch in your map to be able to go in and test it out.
Go into your map and just place 1 player_deathmatch spawn point and then follow the instructions in my post above. :icon1:

Good thinking maz0r. :)
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
dancecrave
Posts: 12
Joined: Thu Jun 21, 2007 10:47 pm

Post by dancecrave »

Thanks guys for your help,

In fact I started with an info player_deathmatch, one of the first things I read about. I ended up with every info, spawn and flag available, in my level, before I posted to the group! :paranoid:

Adding the g_gametype 4 did the trick for me, it's all working like a charm for me now...

thanks again

Al
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