which included commits to RCS files with non-trunk default branches. git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@14 e016b1c5-ed68-44aa-a2f7-31cac88cffde
74 lines
3.4 KiB
Plaintext
74 lines
3.4 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
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might change with every release, so you might lose the layout
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of your map !
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Use the defaul_map_settings.cfg as base for your own .cfg, comment
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'texture-lines' you won't use and uncomment those you want. Choose
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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
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lines. These rules/definitions are necessary because the maps who comes with an
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ActionCube release should be high-grade.
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- AC maps should look a bit grim, dusky .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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You can mix them with nature-stuff when we have done some
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nature-mapmodels (plants,trees,etc)
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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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- Be frugal with mapmodels:
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- mapmodels slow down the gamespeed, thats a problem on older machines
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- place them well, 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.
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The map should be 'a line' between these place, there must be more than
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one way to rush from the one place to the other, like (as example)
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cs maps.
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- Own textures and mapmodels:
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feel free to include custom textures/mapmodels, but be aware that they might need to be
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discussed with the ChiefMapper/AssistantChiefMapper.
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Any custom stuff you want to use must either be totally free to use or made by yourself. You must include
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the original authors copyright notes, and have author´s permission to use if required.
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- Desired average wqd: 2000-3000 (leaves enough room for models)
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Absolute maximum wqd :6000 (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 : Use solids wisely to allow for a map of reasonable size. Due to more mapmodels and higher player/hudgun polycount performance
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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 neccesairy.
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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 (7-12 100-180) raduis/strengh lights to
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add some "ambient" lighning first , and use smaller 2/3 255 for the highlights (where there are lamps/lamp models)
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by no means use the L button please. :)
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IMPORTANT:
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Informations how to join ActionCube as mapper and how to send
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us your maps are described in doc/AC_mappers.txt
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