From 5d9e72170f07facfb54d4872816e551d37536b0d Mon Sep 17 00:00:00 2001
From: driAn Introduction
diff --git a/docs/knownissues.xml b/docs/knownissues.xml
index 9a852603..158e6f76 100644
--- a/docs/knownissues.xml
+++ b/docs/knownissues.xml
@@ -2,7 +2,7 @@
-
+
Special maneuvers
diff --git a/docs/mapediting1.xml b/docs/mapediting1.xml
index 36edbe36..76a7fc8b 100644
--- a/docs/mapediting1.xml
+++ b/docs/mapediting1.xml
@@ -2,7 +2,7 @@
-
+
Map editing: Interface & controls
diff --git a/docs/mapediting2.xml b/docs/mapediting2.xml
index f841e2be..ff39f97c 100644
--- a/docs/mapediting2.xml
+++ b/docs/mapediting2.xml
@@ -2,7 +2,7 @@
-
+
Map editing: Beginners
diff --git a/docs/mapediting3.xml b/docs/mapediting3.xml
index d097a093..89a2956e 100644
--- a/docs/mapediting3.xml
+++ b/docs/mapediting3.xml
@@ -2,7 +2,7 @@
-
+
Entities
diff --git a/docs/mapediting4.xml b/docs/mapediting4.xml
index fbaa70d6..4d798eb5 100644
--- a/docs/mapediting4.xml
+++ b/docs/mapediting4.xml
@@ -2,7 +2,7 @@
-
+
Map editing: Tips, tricks and advice
@@ -22,7 +22,7 @@
WQD is a good way to measure how good your map will/won't lag. Your map should ideally
average a maximum of 5000 WQD (less is better). It's okay for your map to exceed this if it's only a
little bit more in a short area. Keep in mind that lights and details will raise the wqd counts, so a rough layout
- won´t really represent the final wqd values of a scene. In an empty map(layout) wich has only corridors and basic
+ won�t really represent the final wqd values of a scene. In an empty map(layout) wich has only corridors and basic
geometry, wqd should never be above 1000. This leaves enough headroom for details, lightning and mapmodels.
The key to a good wqd value are occluders or "solids" (f-key)- these block the view, and the engine can stop rendering
@@ -31,23 +31,23 @@
should give you a good idea about how occlusion works and where to place solid cubes while you lay out your map.
Keep in mind, the better your map runs, the more people will want to play it. If your map looks awesome, but
- can only be run on a very recent computer, people won´t play it. Many people play AC with very old computers!
+ can only be run on a very recent computer, people won�t play it. Many people play AC with very old computers!
When creating a map, make sure not to make areas far too small. Six or more cubes wide is a good dimension for - doorways, to allow people to pass through them easily. Once again, take reality as your guide. If you´re unsure + doorways, to allow people to pass through them easily. Once again, take reality as your guide. If you�re unsure about how large your door/window/stairs should be, look at those in your house or outside somewhere. - If players block a doorway for teammates, just because the doorway is only 4 cubes wide, people won´t like + If players block a doorway for teammates, just because the doorway is only 4 cubes wide, people won�t like the map very much. When you build your map, use more that one level. Flat maps are boring. By adding vertical variety, you also make the gameplay more intresting. Even small alterations in floor height usually make things more diverse. Second floors - Due to the design of the cube engine, it´s not possible to build a second floor. You can use architectural models - to create them, but don´t try to build a 5-storey building with them. If will be impossible to make it look + Due to the design of the cube engine, it�s not possible to build a second floor. You can use architectural models + to create them, but don�t try to build a 5-storey building with them. If will be impossible to make it look right, since mapmodels are lit with one value throughout, simply the light vvalue of the cube that it sits on. This means it will be very hard to light it up evenly, while having intresting lightning in the rest of the room. By creative use of levels, you can make maps that very well give the impression of multiple floors! @@ -66,8 +66,8 @@
- Take your time in chosing them. Also, don´t just look at "how it looks", consider reality to be your guide. - Don´t put a floor texture on the ceiling, or wall textures on the floor. Although there are exeptions, try to use + Take your time in chosing them. Also, don�t just look at "how it looks", consider reality to be your guide. + Don�t put a floor texture on the ceiling, or wall textures on the floor. Although there are exeptions, try to use Some common sense. Your nice wooden structure will probably not support a concrete roof too well, or your factory will probably not have a wooden flooring. Brickwalls on the ground are very uncommon ... etc, etc. @@ -78,9 +78,9 @@
- Though they can add some nice and neccesary detail to your map, don´t rely on them! It is advised to add + Though they can add some nice and neccesary detail to your map, don�t rely on them! It is advised to add mapmodels at a late stage in mapping. Think of them more like the icing on the cake. - A boring room won´t look better if you add lots of mapmodels. + A boring room won�t look better if you add lots of mapmodels. When you add them, less is often more. If every square meter has a cigarette and a leaflet on the ground, the effect will be lost.
diff --git a/docs/mapediting5.xml b/docs/mapediting5.xml index 0e752fb4..3bacbd15 100644 --- a/docs/mapediting5.xml +++ b/docs/mapediting5.xml @@ -2,7 +2,7 @@ - +