added some tips
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2372 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+43
-4
@@ -10,6 +10,8 @@
|
||||
<p>
|
||||
Don't make fanatically huge maps. Size DOES matter in AssaultCube, as huge maps will lag players down -
|
||||
not to mention, it will take forever for players to find/frag each other, in what is supposed to be a fast paced game.
|
||||
Due to the restrictions of the cube engine, it is generally a bad idea to try to rebuild your favourite map A from
|
||||
your favourite game B - most engines allow for larger rooms and longer lines of sight than Cube does.
|
||||
</p>
|
||||
<p>
|
||||
<b>WQD (world quads)</b><br />
|
||||
@@ -19,13 +21,37 @@
|
||||
<p>
|
||||
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.
|
||||
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
|
||||
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
|
||||
whatever is behind those. To undersand the concept, do the following: Load any of the official maps, enter edit-mode
|
||||
and fly above the map. You will see occlusion at work. You can toggle it on and off using the f5 key. This
|
||||
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!
|
||||
</p>
|
||||
|
||||
<h2>Layout and design</h2>
|
||||
<p>
|
||||
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.
|
||||
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
|
||||
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
|
||||
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!
|
||||
If you use the bridge model, use it with care!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
@@ -40,12 +66,25 @@
|
||||
|
||||
<h2>Textures</h2>
|
||||
<p>
|
||||
At the end of the texture list is a black/white cross sort-of texture. <b>DON'T</b> use it, it's not a texture,
|
||||
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.
|
||||
|
||||
At the end of the texture list is a black/white cross sort-of texture. <b>DON'T</b> use it, it's not a texture,
|
||||
in-fact, it's lack of a texture. It looks ugly and shouldn't be used in any map, because it's actually there to show if
|
||||
textures and skins did not load properly.
|
||||
</p>
|
||||
|
||||
|
||||
<h2>Mapmodels</h2>
|
||||
<p>
|
||||
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.
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2 id="co-op">Co-operative map editing</h2>
|
||||
<p>
|
||||
If you'd like to create a map with friends, you can use co-operative map editing to let you build and modify maps with others online easily.
|
||||
|
||||
Reference in New Issue
Block a user