Revolt Revamped for CoD MP/SP project aims to revise a modern weapon total conversion mod by improvements such as recoil being raised, better main menu, reverted back to superior older skin, better maps, new compass, HUD improvements and much more. This mod tries to spice up an older mod on an older game.

Post tutorial Report RSS How to Port Maps into Revolt

The article tells you how to get maps to work in revolt mod (from Revolt 1x and higher). You'll need a programmer text editor such as Notepad++ for this job.

Posted by on - Basic Server Side Coding

Ever wondered how to get maps to work with Revolt? All you got to do is edit to arena file (gametypes) and the gsc (Map scripting stuff).

Below is code from lan_cagematch. Should give you an idea of what to do:

main(){ setCullFog (0, 8000, .32, .36, .40, 0); ambientPlay("ambient_mp_brecourt"); maps\mp\_load::main(); maps\mp\mp_powcamp_fx::main(); game["allies"] = "american"; game["axis"] = "german"; game["american_soldiertype"] = "agression_marine"; game["american_soldiervariation"] = "normal"; game["german_soldiertype"] = "resistance_cell1"; game["german_soldiervariation"] = "normal"; game["attackers"] = "allies"; game["defenders"] = "axis"; game["layoutimage"] = "LAN_CageMatch"; }

ambientPlay and the layout images are not important but pay close attention to the rest of that code. Below is part of arena file code:

{ map "lan_cagematch" longname "^1LAN ^4Cage ^1Match" gametype "rev_te rev_tdm rev_dm" }
You can name the long name with or without colors.

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