git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1671 e016b1c5-ed68-44aa-a2f7-31cac88cffde
141 lines
6.8 KiB
Plaintext
141 lines
6.8 KiB
Plaintext
ASSAULTCUBE MAPPERS README
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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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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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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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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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- 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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- 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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- 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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- 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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- 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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- 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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- Check out the "general tips", because most of these apply for getting your map into the official package.
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- Defiently DON'T use mapmodels to make a 3rd floor. Creating a second floor can be okay if there isn't
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a large amount of it, although it is NOT advised.
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- Avoid strange gimmicks, such as walk-through doors, as "strange" gimmicks will defiently not be accepted.
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Don't expect maps that aren't created for current game modes to be included.
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- Keep map themes available to a "general" audience. Many different people from different cultures and
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countries, of different ages play AssaultCube, keep this in mind ;) |