git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@310 e016b1c5-ed68-44aa-a2f7-31cac88cffde
101 lines
3.9 KiB
Plaintext
101 lines
3.9 KiB
Plaintext
::ActionCube 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 ActionCube 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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ActionCube 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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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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- Own textures and mapmodels:
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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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- 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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-> Check the maps that are already included, your map should have a layout somewhat simillar to this.
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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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