mp_stjames .map file release (CoD4)

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mp_stjames .map file release (CoD4)

Post by Pedsdude » December 16th, 2012, 2:39 am

Easier for me to just paste the read me here, it explains everything :)
Hi there,


This is an unfinished map that I spent a significant portion of time working on in 2009/10.

It is a replica of St James' Park, the 52,000 capacity stadium of Newcastle United Football Club.

Unfortunately, the map seems to have stopped working properly, with multiple errors when compiling.

I've decided to release the .map file to the public, for 2 main reasons:
1. Hopefully someone might be able to resolve the error/s that seem to occur with the map,
and I can continue to work on it (unlikely, and even so, I probably don't have time these days!)
2. I want to show off the incredible amount of time and hard work I've put into the map.

If you manage to get the map to compile and run properly in CoD4, then please let me know.
I would love to be able to continue working on the map and finish the stadium.

Obviously, releasing the .map file to the public opens up opportunities for people to potentially
release the map under their own name and map name. While I don't condone this, if you were to
use parts of the map for your own use, I would appreciate it if you could credit me ("Pedsdude")
for it.

If you wish to contact me, my details are below.


Regards,

Pedsdude
CoDJumper.com

---

Contact details:

Xfire: pedsdude
E-mail: pedsdude (at) codjumper (dot) com
Website: http://www.codjumper.com/
Map file is available for download here:
http://www.codjumper.com/files/cod4_stadium_map.zip

The .zip includes the .map file, and also a playable version of the map (so if you don't have radiant installed, but do have CoD4 installed, you can see it.)

Here's a video for those without radiant or CoD4 installed:
http://www.xfire.com/video/245970/
(I had almost completed the roof structure since that video, it looks a lot more impressive!)
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Re: mp_stjames .map file release (CoD4)

Post by fishy » December 16th, 2012, 2:55 am

To many curves.

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Re: mp_stjames .map file release (CoD4)

Post by fishy » December 16th, 2012, 3:54 am

Link to version that will compile - http://www64.zippyshare.com/v/55509193/file.html

I changed most of the curves to non-colliding and the rest to detail. It will compile and run fine but the player wont be able to walk on the poles. Great looking map though that thing is huge, good job on it. :)

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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 16th, 2012, 10:42 am

fishy wrote:Link to version that will compile - http://www64.zippyshare.com/v/55509193/file.html

I changed most of the curves to non-colliding and the rest to detail. It will compile and run fine but the player wont be able to walk on the poles. Great looking map though that thing is huge, good job on it. :)
Place square clipping on the poles then?
Or use Curve to Terrain.
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Re: mp_stjames .map file release (CoD4)

Post by Pedsdude » December 16th, 2012, 3:42 pm

fishy wrote:Link to version that will compile - http://www64.zippyshare.com/v/55509193/file.html

I changed most of the curves to non-colliding and the rest to detail. It will compile and run fine but the player wont be able to walk on the poles. Great looking map though that thing is huge, good job on it. :)
Thank you very much, I'll check it out :)
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Re: mp_stjames .map file release (CoD4)

Post by Pedsdude » December 16th, 2012, 4:26 pm

Compiling and works, thank you :)

Video of latest version:
http://www.xfire.com/video/5cea10/
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Re: mp_stjames .map file release (CoD4)

Post by [SoE]_Zaitsev » December 16th, 2012, 4:55 pm

Well then, now go finish it Peds :P

See it as a hobby!
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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 17th, 2012, 12:56 am

Pitch:

Fade the white lines to about 0.8-0.9 alpha.
Add a muddy decal to 'hotspots' on the pitch to break up the repetition.
Add some seating.
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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 17th, 2012, 1:01 am

KillerSam wrote:Pfff waste of time giving feedback on something that will never ever be finished.
Its just a service I like providing... advising failed projects is in my repertoire.
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Re: mp_stjames .map file release (CoD4)

Post by Pedsdude » December 17th, 2012, 9:10 pm

Drofder2004 wrote:Pitch:

Fade the white lines to about 0.8-0.9 alpha.
Add a muddy decal to 'hotspots' on the pitch to break up the repetition.
Add some seating.
I like the pitch advise. Not sure if I can be bothered to add ~52,000 seats, though :lol:
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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 18th, 2012, 1:37 am

KillerSam wrote:I was looking at mp_railyard earlier, remember that? :lol:
I still have a copy of harbor also. ;)
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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 18th, 2012, 1:41 am

Pedsdude wrote:
Drofder2004 wrote:Pitch:

Fade the white lines to about 0.8-0.9 alpha.
Add a muddy decal to 'hotspots' on the pitch to break up the repetition.
Add some seating.
I like the pitch advise. Not sure if I can be bothered to add ~52,000 seats, though :lol:
Wouldn't be hard just doubling the seats after making 1.
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Re: mp_stjames .map file release (CoD4)

Post by Soviet » December 18th, 2012, 4:37 am

KillerSam wrote:
Drofder2004 wrote:
KillerSam wrote:I was looking at mp_railyard earlier, remember that? :lol:
I still have a copy of harbor also. ;)
I have prefabs of half the buildings from powcamp, measured using your measurement mod :)
I've got like 3 buildings from kharkov that I made using that measurement mod :P
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Re: mp_stjames .map file release (CoD4)

Post by Drofder2004 » December 18th, 2012, 1:30 pm

If we add all these buildings together, surely we can make a patchwork map? :P
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Re: mp_stjames .map file release (CoD4)

Post by [SoE]_Zaitsev » December 18th, 2012, 5:29 pm

The powcamp, located next to the harbor in Kharkov, np.
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