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ok its time i started making maps for cod 4


BlackRose

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On 12/21/2018 at 11:25 AM, Labob said:

it said it couldn't find the website :(

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On 12/8/2018 at 6:37 PM, Labob said:

[email protected]  or just pm me Been a while for cod4 but there lots in commom  our download site has all you need if somethings missing I should have it. Or a place to get it and I alway have time to help a XI mapper and I know a few other who do have time too :) 

i could not find mod tools there..i messed up unzipping to wrong folder and need to dl again

 

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when i install mod tools do i need to patch it or just the update?

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install both first Call of Duty 4 Mod Tools Update 1.0 then Call of Duty 4 Mod Tools Update 1.1

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So what I usually recommend to people is. Create a folder on your desk top. Drop the first mod tool in it and unzip it in that folder. Remove the zip file then  select everything (I like the cut option it removes everything ) and drop in on top of the call of duty 4 -Modern Warfare folder  (do not open that folder) then do it for the 1.1 update. once its running (the .prj file in in the bin folder if the game does not direct you there automaticly) the first thing to do is right click on the tools icon and run in compatibility mode for xp or win 7 and as an administrator. Launch the compile tools select applications and run the converter first. That should be it.

  I check the tools are in the downloader if that gives you a hard time they are on the redirect  you can get them from the  Xi downloader 

https://www.xtremeidiots.com/files/category/28-xi-software/

 

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the first thing to do is right click on the tools icon and run in compatibility mode for xp or win 7 and as an administrator. Launch the compile tools select applications and run the converter first.

 

ok run as admin ,,did that,,but lauch compile tools?? converter?? when i click on the tools.exe it lauches the game

 

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ok found it in BIN floder,,,lol

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i posted pics on post

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A long post but words on gameplay....

Reduce the gravity a bit so you can jump higher than normal to look for spots where some people will use jump tricks to get to glitch areas. And always approach it with the assumption that even though some action sounds silly to you or that players would never do it... they will. Always. ?

Now is the time before spending a whole lot of effort in the editor to decide whether you want a specific type of gameplay that favors certain styles and weapons or a more balanced one (my preference). Little things can have huge impacts.

Include three ways to exit spawn areas to cut down on unfair spawn trapping. Make sure spawn points are reasonably protected to prevent campers zoomed in from a distance waiting for players to pop in. Not every mod has spawn protection.

At least three general pathways to get to enemy areas.  Its common to have one open path in the middle and a CQ path on each side (Crossfire) or some other combination (Overgrown/Farm). If its a small map make the pathways take roundabout routes, or many obstacles, so its not a straight shot from A to B nor too quick to get there (Combat Medic / Lightweight). This is especially true if you want it to work with CTF or other objective games.

Camping and snipping are valid play styles so dont want to prevent them but dont make it too easy. Yes thats a no-brainer but mappers can come with their own biases and give advantages towards their own style of play. Someone may detest snipers but it must still be just as fair to them as others. Rushers should be vulnerable to explosives but make it difficult. Teamwork and pushing should be encouraged by allowing good defenses along the way.

Most general areas should be open to attack from at least two directions, either by direct player fire or grenades. Objective points are a bit of an exception and the two team objectives should require attacks from close range and hidden from view at long range. The center objective should be open (Convoy etc) so it is heavily fought over.

And then... its your map and you are not going to make everybody happy. Some are going to complain that it sucks because it cramps their style and doesnt give them what they want. The logic: "My K/D isnt good compared to other maps therefore it is bad".  Save yourself the grief and good gameplay comes first always.

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edit: oh and what pics?

Edited by Sammy
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Great post Sammy... I feel like I should bookmark it.

I like to lay out the foundation of the map, then compile it and run it.  I just put blocks in for where I will have a structure or something, and time the runs from spawn to the middle of the map... unless you already have a map file of a map that's a size you like, I need to do this to determine how big the map should be in the first place.  After that, knowing how tall things are (specifically eye height standing, crouching, and lying down) is critical to ensure you build cover that people can use properly.  

I am in the process of remaking a COD2 map for COD4 right now... the snowy one with all the trenches.  I can't remember the name.

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Yes all the zeroy links have good information and should tell you all you need to know to make a good map. As you go along and test things recommended that you try it on different mods, especially big ones, and not just the stock modwarfare mod. It will let you know early if you start to run into compatibility problems and what to focus on.

Common pitfalls: Too many custom xmodels, fx, images, memory (ff file size), various script errors. The bigger the mod the faster these will show up. There is a good map, had an F117 I think, that is very nice. It looks simple enough especially compared to some of the really complex maps out there but it was made in such a way that it is incompatible with almost everything but modwarfare.

A note about xmodel limits. The worst offenders by far are the exploding cars. Unless you really need them for something special replace them with simple static models.

Oh and if you run into script errors in the console, please fix them. Even if you dont see any actual problem anywhere. It will make things look more professional.  ?

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LOL all these post are from people with lots of experience doing this sort of thing and the advice they give is great. But here's the thing. Make a map and have fun doing it.  make the mistakes we will help you figure out how to fix them and why you made them. Have a question ask away we can answer most of them. Best way to learn. After a few maps you will get the idea for your great map. Then the rules apply grasshopper. Plus you will know where your skills lie. Me for exaple I can't get sound to work at all always need help no idea why just frustrating . 

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