[etpromapscript] totally scripted map possible?

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nUllSkillZ
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[etpromapscript] totally scripted map possible?

Post by nUllSkillZ »

Hi,

would a totally scripted map be possible?
Dersaidin
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Post by Dersaidin »

I guess you could make a mapscript to create each brush.

I think the map itself still needs a worldspawn though, to load.

It'd probably be impossible to do vis portals though, and it would probably just be leaked and wouldnt work, since I highly doubt mapscripts can put new structural brushes into effect.

So, Yes, but you'd need a giant box map .bsp to make the map inside so its not leaked, and it'd be a retarded idea.
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mortis
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Post by mortis »

ETQW is rumored to be almost entirely driven by the script. That should make it a whole lot easier to tweak/repair most (if not all) game events.
The Necromancer
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Post by The Necromancer »

Q3 mod called Hunt can create random map from brush presets
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ReyalP
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Post by ReyalP »

Dersaidin wrote:I guess you could make a mapscript to create each brush.
This would be very limited, since fake brushes are limited to invisible boxes. All your visible geometry would have to be models.
I think the map itself still needs a worldspawn though, to load.

It'd probably be impossible to do vis portals though, and it would probably just be leaked and wouldnt work, since I highly doubt mapscripts can put new structural brushes into effect.
Correct. Game code does not have the ability to alter the BSP or vis data.
So, Yes, but you'd need a giant box map .bsp to make the map inside so its not leaked, and it'd be a retarded idea.
You would also very quickly run into entity limits. Peformance would also suffer. Maps are pre-compiled for a reason :)
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