git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2314 e016b1c5-ed68-44aa-a2f7-31cac88cffde
73 lines
3.3 KiB
XML
73 lines
3.3 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
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<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
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<head><title>Map editing: Tips</title></head>
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<body>
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<h1>Map editing: Tips</h1>
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<h2>Size does matter!</h2>
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<p>
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Don't make fanatically huge maps. Size DOES matter in AssaultCube, as huge maps will lag players down -
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not to mention, it will take forever for players to find/frag each other, in what is supposed to be a fast paced game.
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</p>
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<p>
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<b>WQD (world quads)</b><br />
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The WQD count can be found by typing <b>/hidestats 0</b>. Some figures will appear at the right of
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your screen, one of them will be <i>WQD</i>.
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</p>
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<p>
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WQD is a good way to measure how good your map will/won't lag. Your map should ideally
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average a maximum of 5000 WQD (less is better). It's okay for your map to exceed this if it's only a
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little bit more in a short area.
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</p>
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<h2>Layout and design</h2>
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<p>
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When creating a map, make sure not to make areas far too small. Six or more cubes wide is a good dimension for
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doorways, to allow people to pass through them easily.
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</p>
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<p>
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Make sure players aren't "fighting the map" too much. They should be fighting each other after all.
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Be sure to make sure that people aren't constantly bumping
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their heads, especially against the skybox, as it can be annoying, and unrealistic.
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</p>
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<p>
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Try to keep wall sizes about 3-4 cubes thick, to allow for detail and realism.
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</p>
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<h2>Textures</h2>
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<p>
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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,
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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
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textures and skins did not load properly.
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</p>
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<h2 id="co-op">Co-operative map editing</h2>
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<p>
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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.
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This mode allows you to edit maps online with other players
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who could help speed up repetitive or boring tasks, bring in fresh ideas or spot errors you may have missed.
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</p>
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<p>
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To start co-operative map editing, when in a server, type: <i>/mode 1</i> and then type: <i>/map</i> and then your mapnames name and press ENTER.
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You will have to of made a "newmap" previous to entering the server to be able to co-op edit it.
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</p>
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<p>
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You will then need to <b>send</b> the map. You can do this by typing: <i>/sendmap</i> and then your mapnames name and press ENTER. Note: Custom
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materials can't be sent, they will have to be downloaded another way if you are using them. If you are using a custom "cfg" file, it will automatically
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be sent with the map, if there is a cfg file present.
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</p>
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<p>
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Note: Some useful editing commands can't be used in co-op editing, such as: copy, paste, slope, arch, undo, etc.
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</p>
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</body>
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</html>
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