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Topic Starter Topic: Just theoretic question: Best DM2CTF conversion technique

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1614
PostPosted: 11-28-2016 05:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello there. I just want to ask a theoretic question: the best dm2ctf conversion practice - sst13 makes wonderful converions from original Quake3 dm maps (for example q3dm1 made into ctf is by sst13, also extended version is available).

I wanted to inspire lastly by his dm2ctf conversion work and tried to do q3dm2 conversion - decompiled map and tried to duplicate and rotate the entire map around the "Haste". But I was missing models, so I just waited till GtkRadiant 1.6.3 version release (with bunch of original Q3 map models released) and then just forgot about it and doing school work I just had a little time to think about this. But it's just basic take it, copy it and rotate it. This type of conversions preserves most of original, but also makes the map much more muddy (or something like that) as it looks really weird when I play map, that looks exactly the same as original dm map, but suddenly I see some section enlarged and going to exactly same map again, but in another base. sst13 learned to make such conversions un such manner, it looks more like original id Software's conversions (q3ctf1-4)...

Now I am at university in Prague, studying Open Information Technology at CTU (Czech Technical University) and again have little time to do Q3 stuff. But I plan comeback to my last abandoned map creation. I will maybe change it to Deathmatch map (with Tournament mode available) and try to think on geometry details - rocky walls, skybox, tech devices, etc. And with some gaps while studying I would actually release one of last alpha versions (newly textured with custom textures) and include some custom models inside... Also, I came with basic layout idea for new tournament map (designed specifically for tourney), that would be good to release after that... Then I could start doing conversion from the deathmatch map to ctf using here given guides (if any will be), and let's see :)



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The Afflicted
The Afflicted
Joined: 11 Mar 2015
Posts: 848
PostPosted: 11-28-2016 07:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice to see youre still on it!
So your idea was like this?



Im not a ctf player but it looks like that map would be a little small for ctf (at least for me),
maybe sst has some good ideas to share!
sst? :paranoid:



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1614
PostPosted: 11-28-2016 07:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, something like that :) Anyway, it's just an idea and I'm afraid I deleted that conversion some time ago, so better start from scratch again - think where to place flags, where to make interconnecion, etc... Then decompile map and realise the idea :)



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The Afflicted
The Afflicted
Joined: 11 Mar 2015
Posts: 848
PostPosted: 11-28-2016 12:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


I would use the decompiled map as a guide, delete all the stuff till you got it down to the very base geometry.
From that point work with GTKradiant opened 2times -copy&paste.
Make a basic blockout and stuff... Just go crazy ;)



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1614
PostPosted: 11-28-2016 12:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Good advice, thank you :) Will it ever work with two Radiants opened simultaneously? :D



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Mercenary
Mercenary
Joined: 15 Feb 2010
Posts: 205
PostPosted: 11-28-2016 03:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm also playing around with this idea for some years now. :D

My last layout:



- flags on the Haste spot
- one YA in each base, in the water (old RA spot)
- RA or Mega in the center
- RL in front of the door
- Plasma stays in old place
- 2 teleporter connecting the old RL rooms

This will create a very long line of sight at the center area. But there is no Rail, so it could work.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1614
PostPosted: 11-28-2016 11:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


That looks far better than my idea :D Cool :)



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