git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3389 e016b1c5-ed68-44aa-a2f7-31cac88cffde
90 lines
3.9 KiB
HTML
90 lines
3.9 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"><html lang="en" xml:lang="en" xmlns:h="http://www.w3.org/1999/xhtml" xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Map editing: Official maps</title>
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<meta http-equiv="content-type" content="application/xhtml+xml;charset=utf-8"/>
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<link rel="shortcut icon" href="pics/favicon.ico"/>
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<link rel="stylesheet" href="styles/cubedoc.css"/>
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</head>
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<body>
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<div id="main">
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<div id="logo">
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<img src="pics/head.gif" alt="AssaultCube logo"/>
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</div>
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<div id="title">
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<h1>
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Official maps
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</h1>
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</div>
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<div id="content">
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<h1>Official maps</h1>
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<p>
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If you want to create maps with the intention of getting them into the
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offical AssaultCube package, then you're best to read the following...
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</p>
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<p>
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AssaultCube only adds high quality maps to their release. No exceptions. So
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we have added this guide to make it somewhat easier for you, the map editor,
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to know what we are looking out for... <br clear="none" />
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<b>Note:</b> If you're looking for a place where your map will most likely be
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seen by a AssaultCube developer, try <a href="http://www.quadropolis.us/">Quadropolis</a>,
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where some devs will often take a look to see what new user content has been created recently.
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</p>
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<h3>Firstly...</h3>
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<p>Please, read <a href="mapediting4.html">this page</a>, which entails a guide and tips on
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making a good map, the majority of the details on that apply to our specifications!</p>
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<h2>What we're looking for...</h2>
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<p>This list is by no means exact, and there are exceptions to every rule, but this will
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at least give you an idea on what we're looking out for...
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</p>
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<ul>
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<li>
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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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</li>
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<li>
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The theme should be in an industrial/realistic setting... (however, there is often an exception
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to this rule, see the current list of official maps for an idea of what we're looking for in
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terms of theme).
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</li>
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<li>
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No dark corners/places for campers.
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<ul><li>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".</li></ul>
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</li>
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<li>
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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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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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</li>
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<li>
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Use of own textures and mapmodels:<ul><li>
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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).</li><li>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.</li><li>
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The particular licensing of content created by yourself is your own choice.</li><li>
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Desired average WQD levels are: 2000-3000 (leaves enough room for models).</li><li>
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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).</li><li>
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ABSOLUTE maximum WQD levels are: 5000 (Special cases might be subject to discussion.
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The reason for this WQD limit is that, anymore and the maps will lag on older machines).</li></ul>
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</li>
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<li>
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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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</li>
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<li>
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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.
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</li>
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</ul>
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</div>
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<div id="footer">
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Rabid Viper Productions 2008/03/07
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</div>
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</div>
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</body>
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</html>
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