#t_wolf
1 messages Β· Page 1 of 1 (latest)
First, we need a layout. And since I'm a creative person, I stole Wolfenstein 3D's first level. Now what do we do?
open up some of the more cramped spaces
give some more doorways to the rooms with a single entry
add rooms that don't exist in the original
give the rooms some purpose beforehand so you don't get stuck thinking "shit what do i make this"
had that problem with my last treason map before the one I'm making right now
also think of where this map actually will take place, and some story for it (for the motd n shit)
the dungeon setting of that original wolf3d map won't fit in treason methinks so just recycle the layout and make the rest yours
do it like Klaus' dust odes where he wildly modified the original dust maps
the only thing that is similar in those are basically only the textures, the layout is modified
Agreed. Let's get right to that. The starting area looks pretty boring and plain in the original, also, doesn't look very much like a prison in a castle does it? The castle feel will come later as part of the theming, so let's do something about that prison feel. So I'm gonna turn this:
Into this:
possibly a good idea, not enough verticality in treason maps imo
so i wonder how that would work out (if you plan for players to go up there ofc)
I agree on the verticality part, Treason needs more of that. Haven't opened up the second floor yet, so it's closed off for now:
make those railings thicker
most decorations and details in treason are like 8 units thick on the grid
once you're detailing i recommend you grab/decompile the treason maps just to grab some of Klaus' brushwork decoration, as they're consistent between the maps (like the Remington's stand, or lighting fixtures)
yup i had that in mind too
Still trying to balance between Treason's style and realism, I'll most likely do some more modifications to the handrails later, the next room, after the first corridor is just 1:1 to Wolf3D at the moment. Good thing we remade some Wolfenstein props, fits right in π
I'm thinking about expanding this room, and turning it into a guard post instead for keeping eyes on prisoners, with a room full of computers and security stuff
The idea is something like this:
maybe jut out the ceiling a bit so it ain't just flat
The ceiling will definitely be moved further up, it's too low in the original
I'm not sure what they're called, but once the roof has been raised, there will be four of these, one in each corner, supporting it:
columns
lmao
That's what I get for not breathing English on a daily basis
First corridor changes:
Final corridor changes for now, on to the next room
Here's the idea in Hammer this time
Taking a right leads you down another corridor, not much detail here yet, just an extra door that wasn't there before
But let's add some stairs going down instead of another straight corridor
Leading to more jail cells
Going back upstairs and to the right leads us here
The next corridor, pretty plain right now, thinking about adding stair going up. Also, I wonder if there is something behind that painting π€
New addition at the end of the corridor, some kind of guard room
Entering the room straight ahead we get here
This area has been expanded upon
Not really sure what the idea is, I'd ask the guy in charge but he doesn't seem to be here right now
Moving on to the next corridor, might add stairs here as well
Moving to the left brings us down yet another corridor, not much new to see here either, just raised the roof and added a ceiling detail
But the room following it has been changed up a bit
The door to the left is also new, which connects the center like Klaus suggested
This corner corridor will receive more love later, there will be stairs here as well
Previously a dedicated flag room, how about a π΄π’π¦π«π¨π’π©π©π’π― instead?
Ah, there's the last barrel
Toxicity begone
End/Elevator room
And that's it, actually. Now that the groundwork is done, the next step is detailing and a bunch of stairs
i think those chair and table models are a bit fucked? they aren't used in any maps iirc
should replace them with brushwork
(they also look ugly)
Nice work ian!!
How's the map looking in 2D, Ian ?
I'm glad you like my placeholder props, they were placed there specifically for your viewing displeasure
Fun Fact: These props are from a Wolf3D remake Klaus worked on 14 years ago, and in recent times I worked with one of the guys from this team to release Logistique Act. 1 on Steam
https://youtu.be/Wdaily_MVvo
Trailer ReWolfenstein. Website: http://www.moddb.com/mods/sda
For more info
S.D.A:
Andriska_hun
Leader (Modeller, Texturer, Mapper)
Benvox2
Modeller, Texturer, Animator
BossBob
Sound Designer, Graphic Designer
Nautilus
Musician (With help of famous drummer: William v. Veenendaal)
Dan911
Coder, Scripting
Speaking of old times, does anyone recognize this ancient Treason map?:
https://gamebanana.com/mods/58076
Half-Life: Counter-Strike: Condition Zero: Treason community game night when?
yeah i saw this old ass version of temple from the cscz days of treason 
@jaunty shale Here's the map in 2D as you asked for
I made this overview really quickly, it sucks
This part is not connected, it's just the top and bottom floor overlapping, and I didn't make a divider
It needs a little improvement, because you may have some places where you get cornered, but the map design looks very interesting and polisished, from what I can see.
First floor and second floor.
You can do that, if you want to.
I'm going to spend the night adding stairs where I mentioned earlier, so there will be multiple floors, just not connected necessarily
This is a singleplayer map from 1994 ported to Treason after all
I did connect this part though
I've noticed it.
And this area is new, but doesn't serve much of a purpose besides clues spawn
Make an weapon armory, if you want to.
You can also make the Don or the Srymge spawn there.
This is one of the syringe spawns atm
I actually do have an armory in mind
But I'm not sure if it'll work in the end
Currently it is just this
I was thinking about those cube rooms being the cells for the prisoners, but it may work as an armory, instead.
The idea is to not have weapons scattered everywhere, people will need to fight over getting the gun they want since there is only a limited amount of shotguns, SMGs, assault rifles, etc. but there will be no snipers, and ammo is always available in the box (by pressing E)
Good idea!
You may want to code a prompt where to tell players to pick up ammo when pressing the use key.
I'm trying to find ways to slow down the pace, and make people more concious about their ammo consumption. If you're empty you're out of luck, no more ammo everywhere at your disposal to dump into people, my hope is that this will encourage teamplay more
It seems like the ammo issue may not even be present while playing as a T. The weapons' positions do have a big impact across all players.
For example, looting weapons from dead bodies may become a necessity, rather than an option while playing on this map.
Any updates on the map?
welp it's 2026. this map project is kinda dead and abandoned πͺ¦
Maybe it's a surprise ready to be delivered.
Who knows?
some day