Playing custom GOW maps in game
I looked through the threads here and on the GearsMods page at UDN but didnt find any clear description on how to run the custom created user maps you make in the editor in the game.
I tried following the description on UND, but when i run either the "published" ver or the "unpublished" ver of GOW, the maps don't show up on the maps list.
I just need a simple explanation on how to get a simple custom single or multiplayer map to run in game NOT IN THE EDITOR(i.e. for multiplayer...getting a box with 2 spawn points to run in game).
Any help would be greatly appreciated.
anyone found a way to load the map in game, i didn't do all the steps that Beditheory found... got stuck on finding how to make a gametype on my map... if anyone finds it post it !
VISTA users: To publish a map you must turn off UAC (User Account Control). Otherwise windows thinks it is trying to do something bad and prevents the editor from saving the published map.
Not sure how to get it to show up in game either though...
My guess would be something is not working in this part:
"The first time you run the game, it will detect the presence of new levels in subdirectories of the CustomMaps folder and automatically generate the per-level configuration (.ini) files for registering the level with the in-game UI."
Last edited by NeoNautica; 11-10-2007 at 10:38 PM.
When you open GoW bring down the console and type 'open yourmapnamehere.war' and voila.
Hmm, well you might want to make sure your map is in the published folder and not just the unpublished. If that doesn't work, try copying your map over into the Maps folder in the installed game directory.
Just using the console is exactly like loading it in the editor when it comes to playing the map. I want to host a network game, or play a different game type. I know it's possible because they have it like that in the video at UDN... Unfortunately they just skip over that part, like when you hit publish, the map fairies come down and magically transfer the files over making it fully playable =\
Normally, I'm not one to complain about these sorts of things, but when it comes down to the documentation for the editor, Epic did a really poor job. Sure they tell you worthless crap about how to assemble a mod team, but they don't even tell you how to open the damn editor >_>;
OK, Wait a second, I just read over the docs again:
Umm, No it doesn't? Do we have to save it with some sort of flags, or special names or something?
Originally Posted by Epic