Author Topic: GSF maps  (Read 2200 times)

 GSF Ghost's maps seem too complex to be made by mission editor. The buildings, the statue of blockery, NYC, GSF house, GSF Mike's House, and all the others (except slate edits) look too complicated to be made with mission editor. All I know how to do on mission editor is to ruin a map by making everything the same texture (unintentional).

You want to know how to make them? They're just interiors (.dts files).

But how did GSF make those interiors, did he use some sort of program or software?

But how did GSF make those interiors, did he use some sort of program or software?
he used a tool called torque constructer. its free so no money is needed, it works for both windows and mac.

he made the interiors a .dts file and opened it in mission editor.

Badspot himself said that GSF maps are a fail. I can quote it but I am too lazy.

Right, his maps are stuff. He thinks hes all cool for putting stuff like "Aliens" and "blue hell" in his maps.

Some of his maps are good, some of them aren't.

I personally enjoyed GSF's maps


GSF maps aren't bad, but I never host on them because they're too complex. Hosting a DM there is impossible, zombies would be too spread out, fort wars would result in no wars, etc.

The only thing you can really do with them is look for secrets, and once you've found 'em all it gets somewhat boring.

Í don't really like these maps either. There's no point of building something if you already have an entire map full of builds.

Badspot himself said that GSF maps are a fail. I can quote it but I am too lazy.

It's been capped at 1000 for quite some time now for performance reasons.  The GSF maps and planets are both garbage.  I'm not really interested in "fixing" this right now.  Maybe at some point in the future when we've replaced the dif, terrain and water renderers.