#t_wolf

1 messages Β· Page 1 of 1 (latest)

visual river
#

I'm going to make a map for Treason. I'm not a level designer, so if I can do it, so can you!

#

First, we need a layout. And since I'm a creative person, I stole Wolfenstein 3D's first level. Now what do we do?

worthy flame
#

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

visual river
#

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:

worthy flame
#

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)

visual river
#

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:

worthy flame
#

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)

light plaza
#

E1m1

#

Nice ian

worthy flame
#

yup i had that in mind too

visual river
#

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 πŸ˜›

#

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:

worthy flame
visual river
#

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:

worthy flame
#

columns

visual river
#

Cheers

#

I was searching shit like "concrete support posts for roof"

worthy flame
#

lmao

visual river
#

That's what I get for not breathing English on a daily basis

visual river
#

First corridor changes:

visual river
#

Final corridor changes for now, on to the next room

visual river
#

Taking a right leads you down another corridor, not much detail here yet, just an extra door that wasn't there before

visual river
#

But let's add some stairs going down instead of another straight corridor

visual river
#

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 πŸ€”

#

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

visual river
# light plaza

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 𝔴𝔒𝔦𝔫𝔨𝔒𝔩𝔩𝔒𝔯 instead?

#

Ah, there's the last barrel

#

Toxicity begone

visual river
#

End/Elevator room

#

And that's it, actually. Now that the groundwork is done, the next step is detailing and a bunch of stairs

worthy flame
# visual river

i think those chair and table models are a bit fucked? they aren't used in any maps iirc

#

should replace them with brushwork

light plaza
#

Nice work ian!!

jaunty shale
#

How's the map looking in 2D, Ian ?

visual river
visual river
#

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

β–Ά Play video
#

Half-Life: Counter-Strike: Condition Zero: Treason community game night when?

snow inlet
visual river
#

@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

jaunty shale
#

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.

visual river
#

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

jaunty shale
#

Yeah.
You're right.

#

Have fun mapping!

visual river
#

I did connect this part though

jaunty shale
#

I've noticed it.

visual river
#

And this area is new, but doesn't serve much of a purpose besides clues spawn

jaunty shale
#

Make an weapon armory, if you want to.

#

You can also make the Don or the Srymge spawn there.

visual river
#

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

jaunty shale
#

I was thinking about those cube rooms being the cells for the prisoners, but it may work as an armory, instead.

visual river
#

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)

jaunty shale
#

Good idea!

#

You may want to code a prompt where to tell players to pick up ammo when pressing the use key.

visual river
#

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

jaunty shale
#

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.

jaunty shale
#

Any updates on the map?

snow inlet
#

welp it's 2026. this map project is kinda dead and abandoned πŸͺ¦

jaunty shale
#

Maybe it's a surprise ready to be delivered.
Who knows?

open pike
#

some day