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Author Topic: MP_Hindenburg Call of Duty/Call of Duty 2 Map  (Read 34751 times)
TX-Kingsnake
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« on: December 08, 2003, 12:02:10 am »

Look at the end of this topic for the updated news on this epic project. Now in the werks MP_Hindenburg







I am going to make a map for call of duty. The project is very indepth and will require some help form anyone interested. The map will be inside the British Airship/Zeppelin  R101.  Ideally, I will delegate rooms to anyone interested in some 3d modeling. The battle will be inside the airship, meaning there is no real ground terrain. The airship features finely detailed 1920’s interiors and some tedious structural trusswork for the interior of the balloon, bulkheads, etc. The files need to be a very low polygon count and will require some working knowledge of custom texture maping. I am also loking for some talented sound engineers for engine noises and things one might hear inside the airship.

Needed:
Sound engineer wav mono 22
Texture mapping / 3d modelers tga/jpg/3ds/dwg/
Experienced Quake map makers map/bsp

http://www.aht.ndirect.co.uk/airships/interior/R100Interior.htm





























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« Last Edit: October 27, 2005, 02:50:09 pm by TX-Kingsnake » Logged

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« Reply #1 on: December 08, 2003, 06:41:12 am »

Count me in.  I'll start with AutoCAD to produce the 3D floor plan and trusses. What units do we use Imperial or Metric? Do you have specs how structure objects are drawn, walls with thickness or single 3dface? Could you zip up all the information you have and email it to:ralphgimenez@hotmail.com.I'll be on TS around 9:00PM ET S~TX-MonguseGreen 2
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« Reply #2 on: December 08, 2003, 10:12:18 am »

Kingsnake,I'll be glad to help out with the environment sounds if possible.   Some nifty things to incorporate might be things like the hum of the engine in the appropriate places.  Possibly some airflow effects when you are near the edge of the balloon, etc....    I wonder if it is possible to alter the footstep sounds as well?    We definitely don't want the sound of metal footplate when walking on wood or carpet, for example.Throw some ideas around and we'll see what we can come up with.TX-Deck out.
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TX-Kingsnake
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« Reply #3 on: December 08, 2003, 01:33:46 pm »

First let me thank Rahman for making a new CoD area. Monguse and Deck, this is exactly what I am looking for. Despite the mamoth size of the airship, the habitable areas are quite small and of manageable size for us. Monguse, I will email you a dwg once I trace the floor plan. Deck, start making sound effects for anything you can think of, airflow, the hum of a rollsroyce engine at low speed, feet walking up a ladder or across a very light weight floor structure. Since we don't have all the historic info and a set of blueprints, wee may make some stuff up. I will be on the CoD channel tonight. We should put our heads together and establish a game plan prior to execution.TX-KingsnakeWhite 1
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« Reply #4 on: December 08, 2003, 03:01:11 pm »

just had an idea.... might give it some thought.allies vs. axis, search and destroy mapwhat if this particular zepplin happened to be the target of planned allied sabotage?     could be a good theme for the map, just an idea.TX-Deck out.
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TX-FlightRisk
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« Reply #5 on: December 08, 2003, 06:34:18 pm »

This is too cool....S~TX-FlightRisk Green 3
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« Reply #6 on: December 08, 2003, 07:32:57 pm »

Man, I wanna help, but I don't have the foggiest idea how to work the map editor. I'm not schooled in CAD. :(Gonna take me a few months to figure it out...
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« Reply #7 on: December 08, 2003, 09:58:24 pm »

....looking at the floor plan this ought to be a good map if there is a way to incorporate a large center foyer that is accessible for snipers from either the floor level or the floors up above. It would be  a good idea to maybe expand the dimensions of the actual floor plan  to make the map bigger than it actually was  on the Zep...unless the map is going to allow the defensive (ie Germans) force to move inside the inner framework of the Zep. I have to admit this project has me thinking as to the different scenarios.... If I wasn't trying to get this new house ready(SEE WIFE WANTS THING CHANGED) to move in to by the 20th  I would be hot on the keyboard and mouse working on this one. I'll be adding my ideas/files once this move is completed.........Vodka, Sterno, and Nitrous Oxide a happy Bomber Pilot make!TX-CUDA on UBITX-CUDA on HyperLobby
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« Reply #8 on: December 08, 2003, 10:15:03 pm »

To me it appears this one might be tough for the snipers.   I can see where a scenario like this would be a really nice close quarters map with mg's and pistols being highly effective.   It will be interesting to see how the project progresses along.King, if you see us go off on a tangent, don't be shy about pulling in the reigns a touch and keep everything on track with your original impression of the map.TX-Deck out.
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TX-Kingsnake
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« Reply #9 on: December 09, 2003, 12:02:51 am »

So far these are all great ideas. At this stage I'm looking for some good ideas so keep 'em flowing. The sniper aspect is going to be tough. I like the search and destroy objective, hijack or plant explosives. The interior of the airship hull is a series of gas bags so there isn't going to be any longshots for snipers. There are some more areas in the ship that I don't have plans for, an observation cockpit in the rear, luggage, controll room, etc. We may end up taking some creative latitude. Deck peep this link for CoD sound mods.http://www.codfiles.com/sort.files?cat=2872&ref=2870TX-KingsnakeWhite 1
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« Reply #10 on: December 09, 2003, 06:46:47 am »

Seeker.Don't you worry. We'll find a place for you. Conceivably you could be involved in:
  • Regional wheather
  • Historical facts
  • Generic Zeppelin shapes sizes and dimensions
  • Gathering Building information
  • Testing (looking for holes in the model, playability...)
  • etc.
All we need now is a list of responsibilities for each member partaking in this endevour. Kingsnake, your thoughts?Also, is there any way we can do a small proof so we can resolve any software issues, texture and sound mapping before we launch into this project?When can we set a date to get on TS and meet on this project?S~TX-MonguseGreen 2
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« Reply #11 on: December 15, 2003, 02:48:36 am »

AWESOME!!!!Regards,TX-Rahman"BLUE 2"
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« Reply #12 on: December 15, 2003, 01:33:22 pm »

from the looks of it, getting into the zep might be a task in and of itself?   this could be a major choke point if one side spawns inside and the attackers are outside.    just cooking ideas, as always.Looking cool so far, it is neat to see that you have at least constructed anything and have a map that loads.   Great job!TX-Deck out.
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« Reply #13 on: December 15, 2003, 06:22:24 pm »

Don't forget to include a BAR/ Lounge area.
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« Reply #14 on: December 15, 2003, 08:53:49 pm »

...looking good Kingsnake. Just got in from the house as I have to go back to my job in the morning and had a chance to catch up on some TX reading. I read in the previous posts on the issue concerning snipers. It would be no trouble to just have the sniper rifles not available on this map. I will next go to the Appetite for Destruction page and check to see if A4D_THUG has sent me the pointers I asked for concerning editing the .cfg files for my server. I was able to locate a page that has a script running that lets you set the .cfg for both the client side and the server side.....but the server side has thus far only the maps that came witht he stock game. Most of the maps that I have been using are the new ones. Speaking of which I'll send some more good ones to the TX FTP for download........Vodka, Sterno, and Nitrous Oxide a happy Bomber Pilot make!TX-CUDA on UBITX-CUDA on HyperLobby
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