Difference between revisions of "Mapping:Creating a skeet shoot map"
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===Firing bots=== | ===Firing bots=== | ||
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It was decided to use trigger_push to launch bots, nodraw brushes were created just under each red spawn point. | It was decided to use trigger_push to launch bots, nodraw brushes were created just under each red spawn point. | ||
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target_position entities were used as targets, in some cases these were shared between 1 or 2 trigger_push brushes. | target_position entities were used as targets, in some cases these were shared between 1 or 2 trigger_push brushes. | ||
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+ | [[File:Skeetpush.png|300px]] | ||
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− | + | ===More construction=== | |
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+ | After the bot trajectories had been added (the fine tuning continued for another 4 days) the rest of the map was constructed. | ||
==Eye candy== | ==Eye candy== | ||
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+ | [[Category:Mapping]] |
Latest revision as of 15:31, 13 September 2011
The Custom Map Makers produced a skeet shooting map
The map contained a few interesting features.
- Bots "launched" as skeet
- Weapon reload room
- TV Screen
Construction
The design brief for this map
- Create a skeet shoot map
- Create something original
- Don't use previous versions as a base
- You've got a week
Initial layout
The initial design of the size and shape of the arena was decided in an evening, I sent a rough map and the only modification that was requested that I flare the landing zone by 12 degrees.
Having the total areana in a single large box meant I could quickly add wall and a base for the shooting area.
Firing bots
It was decided to use trigger_push to launch bots, nodraw brushes were created just under each red spawn point. These were then selected and the trigger_push selected from the entities window. target_position entities were used as targets, in some cases these were shared between 1 or 2 trigger_push brushes. |
More construction
After the bot trajectories had been added (the fine tuning continued for another 4 days) the rest of the map was constructed.