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WF Map Makers

If you would like to create a map for the Weapons Factory, look at the WF Entity Definition File. WF uses mainly Q2/CTF entities with a few variations.

Version 4.2 Note

Version 4.2 will allow light entities to be targeted for turning on and off. Simply target the light from any trigger. This will only work if the server setting special_lights is set to 0. This is a server option because it may cause extra lag. Download the server files and read through the settings for testing.

For the following entities, set VALUES of "1" or "2" for each "wf_team" KEY. A VALUE of "9" to item_pack creates a fast spawn pack that any team can use.

  • func_button - Only one team can push this button.
  • func_door - Only one team can open this door.
  • func_plat - Only one team can use this platform.
  • item_pack - Only one team can use this fast spawn pack (fast neutral pack also)
  • trigger_hurt - Only certan team receives damage.
  • trigger_multiple - Only one team triggers it.
  • trigger_push - Only one team gets pushed by it.
  • misc_teleporter - Only one team can use this teleporter.
  • key_*_* etc. - Only one team can pick them up these keys. They keep spawning in same place. Can't be dropped.

In addition:

  • item_flagreturn_team1 & item_flagreturn_team2 - cap flags here instead of at your own flag.
  • misc_ctf_banner and misc_ctf_small_banner - extra spawnflags for four new flag skins. Russian, Soviet Union, US and US blue stars.
  • func_button & trigger_multiple - can be set to award frags or caps to player/team that triggers it. Could be used for King of the Hill maps where both teams fight over a timed button that gives caps. If used alone without flag gameplay, you need to add flags to the map in a walled off room in order for scoring to work properly.
  • Info_position - let's team mates know where you are on map when using the "%L" character string in the "say_team" or "messagmode2" command. Enter a KEY of "message" with a VALUE of "location".

Sky environments - "Jump" and "Snow" added to 3.3 client. Just add a KEY of "Sky" to worldspawn entitiy with a value of "Jump" or "Snow".

Custom map sounds and textures - Are in the client file. You can open up the WF client file with to look at them with Pak Explorer.

WF Map Testing

Don't forget, you need to download the latest WF server files in order to test out your map. You would then execute Quake 2 with a command something like this:

C:\Quake2\quake2.exe +set game wf +map mapname.

WF Map Tips

  • Watch your rspeeds Run your map in Quake 2, at the console, type in the command "set r_speeds 1". Keep your poly counts as low as possible. 200 is ideal. 300 is great. A 400 spike should be the maximum for reduced lag. Added entities cause high epoly counts. Don't put too many packs in the ammo rooms. Spread them around so you don't see them all at once.
  • Orientation - Players should know where they are at all times. Use structures and lighting to achieve this.
  • Doubling - Build half of the map first (one base), then copy the whole thing. Paste it, rotate it 180 degrees and stick it on the other side. Now adjust the lighting/textures etc on the other side. Should save you some work.

WF Map Help

  • Technical questions regarding WF map creation can be addressed by Tumorhead. This does not include questions on how to use certain editors. You will have to get this from your editor's support staff and website.
  • A good place to start for editing tools is on the Planetquake Editing Site.
  • Some of the editors we use include QERadiant and BSP.
  • Rust Quake 2 Tutorials has the best site for map editing answers.

WF Map Submissions

Do NOT send your maps to the WF staff. Send them to WF Direct or Golopolis for review and posting.

WF Map Downloads

Download the WF map example file below. Any editor will work with WF. It includes the WF Entity Definition File in .txt format. You may have to cut and paste some of the stuff into the file that your editor uses.

    wfme42.zip

    Contains instructions, the WF entity definition file and .bsp/.map files.

    2fort6 .map file

    Here's Tumorheads source code for 2fort6wf, the precursor to 2fort8wf. Wackem used it to make 2FortME2. Needs texture lighting.

    American Textures

    This map is a gallery of American textures available in the textures/american1 directory of the client file.

    Bathroom

    Humorous useless room with looped burp.wav file.

    BSP WF Entity File

    WF 4.0 Entity Definition File for BSP users.

    Bludclot1 Textures

    This map is a gallery of Bludclot1 textures available in the textures/bludclot1 directory of the client file.

    Luni1 Textures

    This map is a gallery of Luni1 textures available in the textures/luni1 directory of the client file.

    Old .map files

    Tumorhead's source code to older maps Postal3wf andFederal4wf). The r_speeds are too high. All entity lighting. There is no body or combat armor, and he doesn't feel like going back to them. If you can improve on them, great.

    Nurse

    Nurse's station full of health.

    QERadiant WF Entity File

    WF 4.0 Entity Definition File for QERadiant users.

    Qoole WF Entity File

    WF 4.0 Entity Definition File for Qoole users.

    Quark WF Entity File

    WF 4.0 Entity Definition File for Quark users.

    Russian Textures

    This map is a gallery of Russian textures available in the textures/russian1 directory of the client file.

    Spawn

    Spawn room from Cancer1wf using teleport system in and out of three levels for ammo.

    WF Class Textures

    This map is a gallery of WF Class textures available in the textures/wfclass directory of the client file.

    Worldcraft FGD file

    WF 4.0 entity def file for Worldcraft users.

     

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