5 While I can't help you make a map, I can help you get it listed in the menu and
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6 working in the maplist. :p The central object is the .mapinfo file, but
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7 there's much more available.
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11 I Map Lists & Scripts
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12 (get your map listed and working)
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28 Appendix A - Advanced mapinfo
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30 Appendix B - Helpful extras
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34 Appendix C - Advanced Darkplaces shaders
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36 ========================
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37 =I. Map Lists & Scripts=
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38 ========================
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40 There now is just a single script/cfg file available to you, containing all map
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45 The mapinfo is actually required - however, the game is so nice that it
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46 automatically generates a draft of it for you.
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52 *cue even more scary music*
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54 The mapinfo file is basically what gets your map listed in the menu, and sets
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55 up the options needed to change to it. If no mapinfo file exists, the menu
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56 will automatically generate a rough draft for you on game startup. It will get
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57 stored into data/data/mapname.mapinfo.
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59 As an example, let's say I make a map called "wazat1.bsp". As long as I'm
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60 fantasizing, I might as well say this map is so well done I'm actually willing
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61 to release it for friends, neighbors, fellow forum visitors and other people
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62 who like me to judge me by. Let's also assume that I want domination,
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63 deathmatch/team deathmatch and runematch to all be playable on my map.
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65 This is very easy. First, I start the game and exit it again so the game writes
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66 data/data/wazat1.mapinfo for me. The file may look like:
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68 title Wazat's Great Map
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71 _diameter 1966.839355
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81 As I see, the menu autodetected that my map may be suitable for deathmatch,
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82 domination, runematch, last man standing and arena. But I want the map to be
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83 played in domination, deathmatch, team deathmatch, runematch only, and I also
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84 want different timelimits/fraglimits, so I will change the "type" lines to:
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91 Also, while I am at it, I should fix the placeholders in the map description lines:
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94 description A large multi level arena map
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97 Although not entirely necessary, I will now move the .mapinfo file from
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98 data/data/maps/wazat1.mapinfo to data/maps/wazat1.mapinfo, so it is at the same
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99 place as my map. Next time I start the game, my map will be shown supporting
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100 the right game modes and with the right description in the menu.
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102 Also, note the "has weapons" line. If this line is not there (which happens if
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103 the map contains no weapon entities other than the Nex), the map will run in
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104 MinstaGib only and not be shown in the menu normally. So if you look for your
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105 map and don't find it, add "has weapons" to the mapinfo file, and make sure you
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106 have weapon entities placed.
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108 There's much more power in a mapinfo file. See Appendix A for more details.
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110 Gametype | Syntax | Notes
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111 ----------------+-------------------------------------------------------------------------------------+-------------------------------------------------------
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112 Deathmatch | type dm <fraglimit> <timelimit> |
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113 Team Deathmatch | type tdm <fraglimit> <timelimit> <teams> | 2, 3, or 4 teams
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114 Domination | type dom <pointlimit> <timelimit> | teams are set by the map's entities
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115 CTF | type ctf <pointlimit> <timelimit> <caplimit> | pointlimit if g_ctf_win_mode is 2, otherwise caplimit
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116 Runematch | type rune <pointlimit> <timelimit> |
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117 LMS | type lms <lives> <timelimit> |
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118 Arena | type arena <fraglimit> <timelimit> |
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119 Key Hunt | type kh <pointlimit> <timelimit> <teams> | 2, 3, or 4 teams
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120 Assault | type as <timelimit> | never uses points
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121 Onslaught | type ons <timelimit> | never uses points
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122 Race | type rc <timelimit> <qualifyingtimelimit> <laplimit> <teamlaplimit> | g_race_teams: teamlaplimit is used instead of laplimit
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123 CTS | type cts <timelimit> <skill> | never uses points
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130 So, you've got your map listed in the menu and it plays properly, but the menu
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131 isn't showing your picture! Or the picture is scaled badly! What manner of man
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132 would create such an accursed abomination?!
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134 Well... That sounds like something I'd do. :D
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136 And it is really easy: just make a screenshot of the map in action (preferably
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137 with crosshair and HUD switched off), and place it next to the map as
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138 mapname.jpg. For best rendering and file size, make the image in 4:3 aspect
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139 ratio, but scale it to the resolution 256x256 or possibly 512x512. It will look
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140 skewed in your image editing app, but the menu will show it right, and your
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141 graphics card LOVES images of such dimension.
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148 In order to get Domination working well in your map, you need to place dom_team
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149 and dom_controlpoint entites. You *must* have at least 3 dom_team entities - 2
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150 minimum teams and one blank one (empty netname and no team). You can have up to
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151 4 teams (5 dom_team entities), and remember: if you set 3 teams, the third team
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152 must be the yellow one, according to the team order.
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157 netname name of team (Red Team). Set to "" or don't define for the required
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159 cnt color of the team. See the "Helpful Extras" section for info.
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160 model When this team captures control points, the points turn to this
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161 model. If this is the neutral team, points start out as this model.
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162 noise Sound to be played on the control point when it's captured. Only
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163 players nearby will hear it.
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164 noise1 Sound to be played to all players when the control point is
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165 captured. Also good for an annoncer voice ("Red Team has captured a
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170 classname dom_controlpoint
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171 message message to be displayed to all players when this point is captured,
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172 preceded by the team's name. This defaults to " has captured a control point".
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173 You can specify different names for each point, for example " has captured the
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175 origin where in the map this point is
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176 wait How often this point gives its controlling team frags.
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177 frags How many frags this point gives each wait cycle.
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179 Here is an example entry in a .ent file that includes colored text and 3 teams:
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182 "classname" "dom_team"
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184 "model" "models/domination/dom_unclaimed.md3"
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187 "classname" "dom_team"
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188 "netname" "^4Blue Team"
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191 "noise1" "domination/claim.wav"
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192 "model" "models/domination/dom_blue.md3"
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195 "classname" "dom_team"
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196 "netname" "^1Red Team"
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199 "noise1" "domination/claim.wav"
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200 "model" "models/domination/dom_red.md3"
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203 "netname" "^3Yellow Team"
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206 "noise1" "domination/claim.wav"
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207 "model" "models/domination/dom_yellow.md3"
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210 "netname" "^6Pink Team"
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213 "noise1" "domination/claim.wav"
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214 "model" "models/domination/dom_pink.md3"
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217 "classname" "dom_controlpoint"
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218 "message" " ^3has captured the ^1Hallways"
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219 "origin" "-206.0 -488.8 -150.0"
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225 "classname" "dom_controlpoint"
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226 "message" " ^3has captured the ^1Lavaroom"
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227 "origin" "1457.1 19.9 -110.0"
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232 "classname" "dom_controlpoint"
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233 "message" " ^3controls the ^1Nex & Strength"
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234 "origin" "-259.8 299.3 5"
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239 "classname" "dom_controlpoint"
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240 "message" " ^3has captured the ^1Upper Platform"
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241 "origin" "539.7 1206.0 182.0"
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246 "classname" "dom_controlpoint"
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247 "message" " ^3has captured the ^1Teleport Room"
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248 "origin" "-1000.0 636.2 -16.0"
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254 As you can see in the example, there are 5 dom_team ents: one blank, Red, Blue,
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255 Yellow and Pink. Each control point has a different message (giving it a
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256 special name), and the one in the hallways gives 3 frags every 5 seconds
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257 instead of just one, making it more valuable.
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259 If your map contains the required entities for Domination, the menu will
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260 automatically detect it for supporting Domination. To force the map to get
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261 re-detected after you add such entities, delete the data/data/mapname.mapinfo
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262 file - or simply edit it to add the "type dom" line.
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269 Capture the flag needs at least 1 CTF flag per team, and can also make use of
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274 classname item_flag_team1 or item_flag_team2
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275 angle direction the flag will point
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276 model model of the flag (default: models/ctf/flag_red.md3 or
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277 models/ctf/flag_blue.md3)
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278 noise sound played when flag is stolen (default: "ctf/take.wav")
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279 noise1 sound played when flag is returned by a teammate (default:
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281 noise2 sound played when flag is captured (default: "ctf/capture.wav")
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282 noise3 sound played when flag returns itself (default: "ctf/respawn.wav")
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286 classname info_player_team1 or info_player_team2
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287 *note: These function just like info_player_deathmatch, but for one team only.
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288 If you don't make team spawnpoints, info_player_deathmatch is used instead.
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290 If your map contains the required entities for CTF, the menu will automatically
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291 detect it for supporting CTF. To force the map to get re-detected after you add
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292 such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
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293 add the "type ctf" line.
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299 Runematch needs only one type of entity to work: rune spawn points. You will
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300 need at least one for each rune (5 minimum at the time of this writing), though
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301 you should probably have more than that in the map. Just give the points a
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302 classname and origin.
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306 classname runematch_spawn_point
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308 If your map contains the required entities for Runematch, the menu will automatically
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309 detect it for supporting Runematch. To force the map to get re-detected after you add
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310 such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
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311 add the "type rune" line.
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317 Making a race map is not hard: you need some special spawnpoints, and some checkpoints.
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321 classname info_player_race
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322 target targetname of the checkpoint
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323 race_place for finish line checkpoints, the place of the point, or -1 to make it qualifying/CTS-only, or unset to let all the other players spawn
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327 classname trigger_race_checkpoint
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328 targetname some name to target the checkpoint with
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329 cnt number of the checkpoint (or 0 for finish line)
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331 Note that checkpoints are brush entities, and they should be somewhat thick and
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332 cover the full volume the player could use to get past them.
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334 Example of entity placement:
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337 ---------------------###---
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338 / >>>> 7 5 3 1 ### \
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339 / >>>> 8 6 4 2 ### \
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340 | ------------------### |
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343 | ^ ^ ------------------$$$ |
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346 ----------------------$$$---
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349 ###: classname = trigger_race_checkpoint, cnt = 0, targetname = finish
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350 $$$: classname = trigger_race_checkpoint, cnt = 1, targetname = cp1
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351 %%%: classname = trigger_race_checkpoint, cnt = 2, targetname = cp2
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352 >: classname = info_player_race, target = finish, angle = 0
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353 1: classname = info_player_race, target = finish, angle = 0, race_place = 1
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354 2: classname = info_player_race, target = finish, angle = 0, race_place = 2
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356 8: classname = info_player_race, target = finish, angle = 0, race_place = 8
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357 <: classname = info_player_race, target = cp1, angle = 180
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358 ^: classname = info_player_race, target = cp2, angle = 90
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360 If your map contains the required entities for Race, the menu will automatically
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361 detect it for supporting Race. To force the map to get re-detected after you add
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362 such entities, delete the data/data/mapname.mapinfo file - or simply edit it to
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363 add the "type rc" line.
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365 CTS maps do not use checkpoints with race_place set, so you can leave them out
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368 The skill parameter in the mapinfo entry for CTS shall be in the range from 0 (easy) to 10 (impossible).
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374 There are three required entities: nexball_redgoal, nexball_bluegoal, and one of nexball_basketball
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375 or nexball_football. There are also optional nexball_yellowgoal and nexball_pinkgoal entities (don't
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376 add a pink goal when there is no yellow goal on the map, it will crash)
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378 Goals are made just like any other regular triggers. You can use multiple brushes for one trigger,
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379 but avoid this if possible.
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381 There are also two other goal-like entities, nexball_fault and nexball_bound, the first taking a point
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382 from the team that hits the trigger with the ball, the second simply returning it. You can spawn the
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383 ball inside a goal-like trigger, this can be useful for basketball maps with separate teams and a
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385 The different keys for the entities are documented in entities.def.
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387 The ball is affected by trigger_impulse, but not by trigger_push or teleporters.
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389 You should better avoid patches on the field, as collisions can sometimes get buggy on these.
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392 ===============================
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393 =Appendix A - Advanced mapinfo=
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394 ===============================
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396 You now know how to make a basic, bare-bones mapinfo to set up a couple options
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397 and load your map. However, there's much more you can do! Consider these
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400 1. The laser has too high of a force for laser jumps and ruins CTF
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401 2. I don't want players to start out with the shotgun, but with the machinegun
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403 3. The map takes so much server CPU performance that the anti-wallhack can't be
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406 Each of these situations can be resolved with ease with a little work in the
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409 To do this, I can add the following lines to my mapinfo file:
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411 settemp_for_type ctf g_balance_laser_primary_force 200
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412 settemp_for_type all g_start_weapon_shotgun 0
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413 settemp_for_type all g_start_weapon_uzi 1
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414 settemp_for_type all sv_cullentities_trace 0
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416 These "settemp" settings are automatically removed when the map is left and
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417 another is loaded. As you can see, it is possible to make per-mode temporary
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418 settings, and global ones.
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420 Similar settings are also possible for the client:
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422 clientsettemp_for_type all r_shadow_glossexponent 96
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424 Another possibility is to specify fog settings in the mapinfo, for convenience
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425 in case you set sv_foginterval by it too (to force the fog on the clients):
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427 fog 0.2 0.25 0.3 0.3 1 1500
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428 settemp_for_type all sv_foginterval 5
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431 =============================
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432 =Appendix B - Helpful Extras=
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433 =============================
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438 When you need to set an entity's color or team, use these values:
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464 Occasionally you may want to print text in color, such as team names. Here are your options:
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473 8 Grey (transparent)
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477 ==========================================
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478 =Appendix C - Advanced Darkplaces shaders=
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479 ==========================================
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481 Shader parameters for DP's own features:
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482 - dp_reflect <distort> <r> <g> <b> <a>
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483 Makes surfaces of this shader reflective with r_water. The reflection is
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484 alpha blended on the texture with the given alpha, and modulated by the given
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485 color. distort is used in conjunction with the normalmap to simulate a
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486 nonplanar water surface.
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487 - dp_refract <distort> <r> <g> <b>
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488 Makes surfaces of this shader refractive with r_water. The refraction
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489 replaces the transparency of the texture. distort is used in conjunction with
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490 the normalmap to simulate a nonplanar water surface.
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491 - dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>
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492 This combines the effects of dp_reflect and dp_refract to simulate a water
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493 surface. However, the refraction and the reflection are mixed using a Fresnel
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494 equation that makes the amount of reflection slide from reflectmin when
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495 looking parallel to the water to reflectmax when looking directly into the
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496 water. The result of this reflection/refraction mix is then layered BELOW the
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497 texture of the shader, so basically, it "fills up" the alpha values of the
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498 water. The alpha value is a multiplicator for the alpha value on the texture
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499 - set this to a small value like 0.1 to emphasize the reflection and make
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500 the water transparent; but if r_water is 0, alpha isn't used, so the water can
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501 be very visible then too.
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