Where are mapping rules for each game type?[fixed]

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wb-magic
Posts: 48
Joined: 08 Apr 2011, 21:36

Where are mapping rules for each game type?[fixed]

Post by wb-magic »

Well i tried melee for first maps & that's working good but when i try to make siege or battle maps i can't validate them...
I'm noob in scripting & all this but i wonder if i have something missing in my files to be able to map some gametypes or if it's just some blocks places troubles , or maybe wrong blocs somewhere ....
I will love to have some tuto for that but some simple explainations would suit me well ^^
So as tittle :
Where to find the mapping rules for each game type ?

Thx guys :thumbsup:
tcq
Posts: 2645
Joined: 15 Jun 2010, 11:02

Re: Where are mapping rules for each game type ?

Post by tcq »

Alinoa wrote:Three modes are accessible and the validation of your track will also depend on the mode selected.
The validation flag is red when you didn't place enough spawn or goal.
Spawn = the "Start" block
Goal = the "Finish" block

->Melee:
Very simple to validate, you can place as many spawns and goals as you want.

->Royal:
For validation, you can place as many spawns as you want but only one goal.

->Battle:
You must place one spawn#1 and one spawn#2. You have to place at least one goal#1 and one goal#2.
To place a spawn#2 and a goal#2, you have to use the button "Block properties Modes visible in the upper right corner. See below the image:
Image
Click on this button and then the spawns and goals are highlighted. Click now on the goal/spawn to edit the number.
PapyChampy wrote:Hey. :)

I'll try to provide a few tips, so that the building of maps can be a little easier for you, during the first hours in the editor.

General tips :

- Have a clear objective from the start : think of the game mode you want to create a map for before starting building. Battle maps are very different from Royal ones.

- Think small : No need to build gigantic maps at first. It's better to get a smaller map that works well rather than a big map that isn't interesting to play. It will help you apprehend how the game works.

- Avoid major flaws : by that I mean spawnkilling, areas where you can get stuck (And the player has to respawn by pressing backspace), etc. Think generally about aiming lines (especially with railgun) and accessibility.

- Don't neglect scenery : yeah, because it makes really a difference between playing on an empty map rather than one with a rich and diverse scenery. Maybe it's because I cared much on TM on this particular subject, tought.

- Enclose your maps. Put natural borders that define the map area, so that players can't go beyond. 3 main ways to do this : High Castle blocks, OffZone, or Terraforming. Of course, you can mix those or find new ways to do this.

About specific game modes

- Battle/BattleWaves : Team mode where you need to capture the poles to win. Battlewave is a variant, because the cycle Attack/Defense switches every 15 seconds. Symmetrical maps tend to work well here, although it can be more interesting not to follow this advice, as long as the map is balanced. The number of poles available is the key here is you want to adjust the duration of matches, the fewer poles, the quicker the match will be. Try to place the poles in plain sight, so that the players will always know how to react to the state of the game. Feel free to add cover or not around the poles, depends on the style you want to give to the map.

- Melee : As a classic FFA mode, it should be the most accessible game mode to begin building maps with. No specific rules here. You spawn, and you eliminate others. Try to keep the spawns with enough space from each other, in order to avoid akward spawn positions. Don't hesitate to add many spawns, I won't say that there won't be enough no matter how many you place, but it's more comfortable for players.

- Royal : A bit more specific. It's a survival mode, where the goal is to survive as long as possible. Players get points by activating the pole ( spawning an offzone circle that shrinks with time), by eliminating others and by just surviving. The pole(s?) is the key area of the map. Try to make it clear enough. But the way you get to the pole is really important, too. Again, place many spawns, even if your map is small. Don't overuse traps or covers on the way to the pole, either.

- Joust : the duel mode. Composed of 1 spawn and 2 poles. Each player has a limited number of shots, and must touch one of the poles to recharge ammo. Game ends when one player has reached 7 points. Symmetrical maps are great here, but can lack of interest. Make the path to the poles quite obvious, and allow the players to choose between multiples paths if possible. A good touch can be a railgun platform somewhere in the map.

- Elite : Probably the most difficult game mode to build maps. Mainly because it is quite difficult to balance the maps correctly, as it is one player (railgun) VS 3 (Rockets). 2 main things to avoid here : the map mustn't be a "fragfest party" for the railgun. However it musn't be either a camping paradise for the defenders near the pole. I will explain later, as it's not needed right away.

Just a start, I'll be more specific/complete about the features tonight.
Building A Siege Map Rules that Apply

And here you can find a very nice tutorial for the map editor by kalstrams.
Article about Map Editor
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angry_duck
Nadeo
Nadeo
Posts: 185
Joined: 14 Oct 2011, 12:17

Re: Where are mapping rules for each game type ?

Post by angry_duck »

One more tip: when the map is not validated, click on the red flag and a message will appear and tell you what is wrong.
So you don't have to remember the rules of every maptype. ;)
angry_duck
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wb-magic
Posts: 48
Joined: 08 Apr 2011, 21:36

Re: Where are mapping rules for each game type?[fixed]

Post by wb-magic »

Thanx tcq very helpfull post
But one more question : is it possible to have the list of errors by gametype & the way to make it working properly .

As Angry Duck said there is some msgs for improper block placing, it could by nice to have all errors possibles & how to fix thoses ... Still wondering when stunt comes up.... O_ô

Thx for feedback ...
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