Cleanup/spelling errors.
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1669 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+38
-38
@@ -1,38 +1,38 @@
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CubeRef Recommendations
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General
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* see the xml schemas for details on the elements
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* do not use any xml editor that rapes the formatting
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* do not write tutorial-like content, this is a reference. therefore focus on the
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technical description of identifiers as a single unit
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* use a CDATA section for content that requires special characters
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Sections
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* a section represents a group of identifiers
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* chose sections based on the usage areas of identifiers
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Identifiers
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* an identifier represents a command, variable or an alias that is available through cubescript
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* identifiers must be unique across sections
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* custom aliases located in default.cfg must not be documented
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Description
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* provide a short an concise description of what the identifier does or represents, omit details
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Arguments
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* use a single character token if possible
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* keep the argument description simple, write a remark for details
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* write restricted integer values in the way of 0..3 (0 to 3) and 1..* (0 to 'infinite')
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* if no restrictions apply to values, specify the pseudo data type
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* if the meaning of the arguments depends on other arguments, create multiple identifiers
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with the name containing the depending argument. example: 'newent type v1 v2 v3 v4' depends
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on the type, therefore it's split to 'newent light', 'newent ammo', etc.
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Remarks
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* describe details and special behavior
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* give _short_ examples if needed
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References
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* refer to other identifiers that are _directly_ related
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* refer to _official_ online sources like the wiki
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* name other (offline) sources without url or identifier
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CubeRef Recommendations
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General
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* See the xml schemas for details on the elements.
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* Do not use any xml editor that rapes the formatting.
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* Do not write tutorial-like content, this is a reference. therefore focus on the
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technical description of identifiers as a single unit.
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* Use a CDATA section for content that requires special characters.
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Sections
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* A section represents a group of identifiers.
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* Choose sections based on the usage areas of identifiers.
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Identifiers
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* An identifier represents a command, variable or an alias that is available through cubescript.
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* Identifiers must be unique across sections.
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* Custom aliases located in default.cfg must not be documented.
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Description
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* Provide a short and concise description of what the identifier does or represents, omit details.
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Arguments
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* Use a single character token if possible.
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* Keep the argument description simple, write a remark for details.
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* Write restricted integer values in the way of 0..3 (0 to 3) and 1..* (0 to 'infinite').
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* If no restrictions apply to values, specify the pseudo data type.
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* If the meaning of the arguments depends on other arguments, create multiple identifiers
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with the name containing the depending argument. Example: 'newent type v1 v2 v3 v4' depends
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on the type, therefore it's split to 'newent light', 'newent ammo', etc.
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Remarks
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* Describe details and special behavior.
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* Give _short_ examples if needed.
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References
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* Refer to other identifiers that are _directly_ related.
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* Refer to _official_ online sources, like the wiki.
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* Name other (offline) sources without URI or identifier.
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+117
-87
@@ -1,100 +1,130 @@
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::AssaultCube Mappers Readme::
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Before you start mapping, MAKE YOUR OWN <MAPNAME>.CFG !
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The config/default_map_settings.cfg is only an example and might change with every release,
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so you might lose the layout of your map !
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Use the defaul_map_settings.cfg as base for your own .cfg, comment'texture-lines' you won't use and uncomment those you want.
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Choose which skymap you d'like, etc.
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Note the comments on particular mapmodel´s usage
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.:Maps for the AssaultCube Project:
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If you want send us the maps you will make, you need to read the following lines.
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These rules/definitions are necessary because the maps that come with an
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AssaultCube release must be of high-quality.
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- AC maps should look a bit grim, dusky .
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At the moment the texture set is by no means perfect,
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so choosing the right texture for the job might take some time.
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- The theme should be industrial/realistic setting
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- Be frugal with lights:
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- no heavy lights
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- dont use _some_ different colors for lights
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- No dark corners/places for campers*
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* this is subject to discussion - you should provide sniper spots, but players must have a chance to fight back by means of tactics. Don´t build "sniper forts".
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- Be frugal with mapmodels:
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- mapmodels slow down the gamespeed, thats a problem on older machines - place them well,
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without repeating
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- don´t use a mapmodel just because it´s there, it must be somewhat reasonable
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-less is more if placed well ;)
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- There _must_ be one start place for each (2) teams, and spawns for the non-team modes.
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newent playerstart 0 //adds a CLA spawn
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newent playerstart 1 //adds a RVSF spawn
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-place these in the respective "base-areas" of the teams.
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newent playerstart 100 //adds a ffa spawn
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-place these in ffa fashion all across the map.
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- CTF
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CTF maps must be balanced and big enough.
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/newent ctf-flag 0 //adds the CLA flag
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/newent ctf-flag 1 //adds the RVSF flag
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Ladders
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Add the appropriate ladder model, then
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/newent ladder
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Just check the exsisting maps for correct placement.
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ASSAULTCUBE MAPPERS README
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The map should be 'a line' between these place, there must be more than one way to rush from the one place to the other,
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like (as example) cs maps.
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CONFIG FILES
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------------
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Before you start creating your own map, it's very important to CREATE YOUR OWN "MAPNAME".CFG !
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- Own textures and mapmodels:
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How?
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- Copy the 'default_map_settings.cfg' from the config folder. Paste it into the 'packages/maps'
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folder. Rename it to the same name that you will be using for you map (but leave the filename
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extension .cfg on the end. For example: ac_complex.cfg).
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feel free to include custom textures/mapmodels,
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but be aware that they might need to be discussed with the Lead Artist.
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Any custom stuff you want to use must either be totally free to use or made by yourself.
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You must include the original authors copyright notes, and have author´s permission to use if required.
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The particular licensing of content created by yourself is your choice.
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Why?
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- The 'config/default_map_settings.cfg' contains the default map settings, which get used if
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no independent config file for your map is located. This may change with every release and
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if it does, your map will be all screwed up and look strange!
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- Desired average wqd: 2000-3000 (leaves enough room for models) Your fullbright basic level (blank rooms) Should by no means exceed 1000 wqd, ideally around 100-800)
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Absolute maximum wqd :5000 (special cases might be subject to discussion).
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How to use the map's config file
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- Config files execute commands needed to make your map work, for example: loading textures.
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-> Check the maps that are already included, your map should have a layout somewhat simillar to this.
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- After creating your own config file, comment-out 'texture-lines' you won't use and uncomment
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those you want. To change the skymap, comment the current and uncomment the one you want to use.
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General Tips :
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Use solids wisely to allow for a map of reasonable size. There IS a limit to openness in cube. If you plan on making wide open maps, you might consider to make maps for sauerbraten instead.
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Due to more mapmodels and higher player/hudgun-polycounts performance is very important.
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Leave enough room for strafing. Intended to be a fast paced game enough space to strafe around is vital.
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While building the rough layout it is a good idea to spam the whole level with small, high contrast light sources
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(2/3/4 255 lights) to simulate a highly detailed scene regarding wqd count.
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Replace those lights when going into details.
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The current texture set is somewhat sensitive to very bright light, a good effect can be achieved by using
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(7-12 100-180) raduis/strengh lights to add some "ambient" lighning first ,
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and use smaller 2/3 255 for the highlights (where there are lamps/lamp models for example)
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By no means use the L button please. :)
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- Make sure you take note of comments about mapmodel usage.
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CAPTURE THE FLAG
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----------------
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CTF maps must be balanced and big enough.
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/newent ctf-flag 0 // Adds the CLA flag. You can use the menu to place them if it's more convenient for you.
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/newent ctf-flag 1 // Adds the RVSF flag. You can use the menu to place them if it's more convenient for you.
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... place these in their respective team bases.
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LADDERS
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-------
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Ladders are comprised of *TWO* peices. One part is the ladder mapmodel which looks like a ladder,
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the other is the "entity" which is an invisible force that let's you climb the mapmodel like a ladder.
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How?
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- Choose the appropriate place for the mapmodel, then, pick the mapmodel to use from the mapmodels menu.
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To place the mapmodels orientation correctly, move 90 degrees to the left before placing it.
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- To place the "entity" for the mapmodel, so that you can climb the ladder, type: /newent ladder X
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Make sure you place the entity in the same place as the ladder. Replace X with how high the ladder is.
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SPAWN POINTS
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------------
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- There MUST be one start place for each (2) teams, and spawns for the non-team modes.
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/newent playerstart 0 // Adds a CLA spawn. You can use the menu to place them if it's more convenient for you.
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/newent playerstart 1 // Adds a RVSF spawn. You can use the menu to place them if it's more convenient for you.
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...place these spawns in the respective "bases" of the teams.
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/newent playerstart 100 // Adds a FFA (free-for-all) spawn. These spawns are used for non-team modes.
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...place these in FFA fashion all across the map.
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GENERAL TIPS
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------------
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Use solids wisely to allow for a map of reasonable size. There IS a limit to openess in AssaultCube.
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If you plan on making wide open maps, mapping for Sauerbraten may be more your style.
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Due to more mapmodels and higher player/hudgun-polycounts, performance is very important.
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Leave enough room for strafing. AssaultCube is intended to be a fast paced game,
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so enough space to strafe around is vital.
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While building the rough layout, it is a good idea to spam the whole level with small, high contrast
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light sources (2/3/4 radius, 255 brightness) to simulate a highly detailed scene, regarding WQD levels.
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Replace those lights when going into details (Quickest way is to type: /clearents light )
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The current texture set for AssaultCube is somewhat sensitive to very bright light, a good effect can be
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achieved by using (7-12 radius, 100-180 brightness) lights to add some "ambient" lighting first.
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Then use smaller (2-4 radius, 255 brightness) for the highlights (where there are lamp-posts/light-bulb
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mapmodels for example).
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Please, don't just make the whole map as bright as can be, actually take some time to create contrast with lighting.
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At the end of the texture list is a black/white crosses sort-of texture.
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DON'T use it, it is not a texture, in-fact, it is a lack of a texture. It looks ugly and shouldn't be used in any map,
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because it's there to show if textures and skins did not load properly.
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OFFICIAL ASSAULTCUBE MAPS
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-------------------------
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If you want to create maps for the offical AssaultCube package, you need to read the following.
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These requirements are necessary because the maps that come with any AssaultCube release must
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be of high-quality.
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||||
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- AssaultCube maps should look a bit grim/dusky.
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At the moment the texture set is by no means perfect, so choosing the right texture for the
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||||
job might take some time.
|
||||
|
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- The theme should be in an industrial/realistic setting.
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|
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- Be frugal with lights:
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- No heavy lights.
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- Dont use _some_ different colors for lights.
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- Remember: Too many entities can lag some older machines.
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- No dark corners/places for campers.
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- This is subject to discussion. You should provide some sniper spots, but players must
|
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have a chance to fight back by means of tactics. Don't build "sniper forts".
|
||||
|
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- Be frugal with mapmodels:
|
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- Mapmodels slow down the gamespeed, that's a problem on older machines - place them
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well, without repeating.
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- Don't use a mapmodel just because it's there, it must be some-what reasonable.
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- Less is more if placed well ;-)
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||||
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- There must be more than one way to rush from the one place to the other, like (as example) CS maps.
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||||
|
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- Use of own textures and mapmodels:
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- Feel free to include your own custom textures/mapmodels/skymaps, but be aware that they might
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need to be discussed with the Lead Artist (currently: makkE). Any custom stuff you want to
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||||
use must either be totally free-to-use or created by yourself. You MUST include the original
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||||
authors copyright notes, and have the authors permission to use it if required.
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- The particular licensing of content created by yourself is your own choice.
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||||
- Desired average WQD levels are: 2000-3000 (leaves enough room for models).
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- Your fullbright, basic map (undetailed, blank rooms), should by no means
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exceed 1000 WQD (ideally around 100-800).
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- ABSOLUTE maximum WQD levels are: 5000 (Special cases might be subject to discussion.
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Reason for this WQD limit is that, anymore and the maps will lag on older machines).
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- Check the official maps that are already included in the distribution, your map should
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have a layout somewhat simillar to this.
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