map question

This is the place to go if you need help creating a map.

Moderator: Forum Moderators

sparliff
Specialist
Specialist
Posts: 57
Joined: Sat Mar 11, 2006 12:14 am

map question

Post by sparliff » Sun Mar 19, 2006 5:56 am

ok as some of u know i am making a map for the server.
now i have a few questions.

how many pawn spawns should i put on the map?

does a pawn point spawn random monsters or do i have to set the pawn point to spawn a specific monster?

how do i add a translocator so when i test the map i am able to use it ?

do i HAVE to use the anti portals?
if so does this work.......i found that if i right click something on the map and go to properties there is a lill box and in there u can tick the box for anti portals . if this works it saves alot of time making a portal and sizing it up to block off the certain area.


now i was thinking of adding the gatteling gun u sit in but as the sents r bak i wont bother unless u guys want me to put a couple in .
if u have n e ideas u wanna share ill c if i can put them into the map but remember this is my first map so dont expect n e thing krazy .
o and there is going to b 1 deemer in the map unless u guys dont want that .


ok here is another prob i have come across.
i put in a monster just to test but there was only 1 monster that spawnbed from it .
how do i make it so there is more that 1 monster coming from a spawn.
now i have to select the monster that i want at the point but they dont spawn for some reason there r there as soon as the map opens up instead of like 5-10 into the game they spawn.
map making is a pain lol but ill get there .
Last edited by sparliff on Mon Mar 20, 2006 6:08 pm, edited 1 time in total.

User avatar
joeyz
BF2 & UT2004 Server Founder
Posts: 200
Joined: Fri Feb 17, 2006 4:44 pm

Post by joeyz » Mon Mar 20, 2006 2:53 pm

These are good questions for rebel_Reaper and B3rt, they are map developers that can give you guidance.

sparliff
Specialist
Specialist
Posts: 57
Joined: Sat Mar 11, 2006 12:14 am

Post by sparliff » Mon Mar 20, 2006 2:59 pm

yeah i asked bert today he said he would post in here for me but i dont know when that will b

User avatar
*-=Da_Scum=-*
Private
Private
Posts: 22
Joined: Sat Mar 04, 2006 2:00 am
Location: Australia, Vic

Post by *-=Da_Scum=-* » Mon Mar 20, 2006 5:13 pm

:D hay sparliff when u are done are u gonna put on joeys server cause i couldnt find the other day how u said u were gona put under deathmatch well hope i get to plat this map well anyways lol i dont no how u do it well i tried to make map but too hard lol hehe :(
Hi from *-=Da_Scum=-*

‘Scum’…™©­®
¼scum ¾tank

=<<ROX>>=

sparliff
Specialist
Specialist
Posts: 57
Joined: Sat Mar 11, 2006 12:14 am

Post by sparliff » Mon Mar 20, 2006 5:54 pm

i was only puting it under the deathmatch as a test but i couldnt host the game so intimidater had to do it
yes it will b on joeys server only so u will get to play it .
making the actual map isnt hard it is just the rest of it lol.
when i say making the map i mean making the rooms .

User avatar
Bert
Corporal
Corporal
Posts: 255
Joined: Sun Mar 12, 2006 2:37 pm
Location: UK

Post by Bert » Mon Mar 20, 2006 9:02 pm

I'm not sure what you mean by pawn spawners, but don't be trying to place individual monster pawns in the map as they will appear in every game mode not just invasion.

Monsters spawn on player starts and path nodes anyway so you need not bother with such things, so all you need do is add a few player starts and path nodes to your map and you will get a lot of monsters spawning on them.

As for the anti portals. You don't have to use them but they are always a good idea in large maps where a lot can be happening, an anti portal is added in to a map like a volume but it is hidden inside large objects so it occludes everything in its shadow.

QuakerField contains anti portals hidden inside that large house on the field and its surrounding walls, so if you were to stand in the back garden of that house (The one with the metal roof over the tables and the balcony on top) nothing in the shadow of the house and the surrounding walls would be rendered if you are stood behind them.

A simple means of checking this out is to jump in to a map in instant action and then typing rmode 1 in to the console, this will display a real time wire frame view of the map and you should see what I mean.

Another method is to use the wireframe mode in unrealed and hit the live button in the perspective viewport (while making sure show volumes is enabled) as this will show you the same thing.

Anti portals do have to be large however as an object must be occluded (shadowed) in its entirety by the anti portal actor in order for it to be blocked, and never place an anti portal anywhere that is visible to the player as this will cause a nasty hom (hall of mirrors) effect.

You add an anti portal by creating a brush, placing it inside an object and then hitting the add antiportal button in the editor (its under the arch icon in the tools menu where the abstract and subtract buttons are) this will produce an antiportal in the shape and size of your brush. (Just like an abstract or subtract)

Avoid making small anti portals that don't occlude much as too many anti portals in a map can significantly decrease its performance.

I'll make an example map in the morning that demonstrates this if I have time.

Don't bother adding a translocator to the map, just tick enable translocator in the instant action game menu before you load the map.

A convenient way of getting a translocator in your map if you loaded from unrealed is to simply type loaded in to the console which will give you every weapon including the translocator.

sparliff
Specialist
Specialist
Posts: 57
Joined: Sat Mar 11, 2006 12:14 am

Post by sparliff » Mon Mar 20, 2006 10:43 pm

ok so if i get this straight u r saying that i dont need to put individual monster spawns as they will spawn off the player spawn?

if that is the case how r they going to b random?
is that going to b dont by the server or the rpg mod?

now u say dont have too many cos there will b alot of monsters ...well i have 14 player start points incast the server is full at the time ..is that going to b enough or do i need to add more?

as for the anti portals there is only a few places i used wall thickness now do i need to put anti portals on only the walls that have been made thick or do i need to put them onto the big areas regardless of the wall thickness?.

well thanks so much for the info cos i though ti was going to have to put in loads of monster spawns and ty for the tip on the weapons.
c yas in the game soon i hope.

i know i am a pain in the a$$ lol.

ps.
if i sent u a copy of the map would u look it over and tell me if i need to add alot of anti portals ? this is my first map and i want it to run smooth .

sparliff
Specialist
Specialist
Posts: 57
Joined: Sat Mar 11, 2006 12:14 am

Post by sparliff » Tue Mar 21, 2006 1:27 am

ok 1 last thing i am trying to hook up a monitor so u can c another part of the map ..........how would i do that ?

or another idea .....could i dl a video ( a small 1) and set it to play and loop on the monitor?

User avatar
Bert
Corporal
Corporal
Posts: 255
Joined: Sun Mar 12, 2006 2:37 pm
Location: UK

Post by Bert » Tue Mar 21, 2006 5:52 am

You would need two pcs to do that as you cant run 2 plyers off the same pc at once.

Like I said monsters spawn on ai pathnodes as well so playerstarts are only a part of the equation, as once you get a few pathnodes in there for the bots to follow the monsters will spawn on those anyway and odds are you will have a lot more of those than playerstarts depending on the size of your map.

So I wouldn't worry about that.

Wall thickness with anti portals doesn't matter, you can use a flat brush for an antiportal if you want to.

If you want to send me a beta of the map when its ready for testing I'll check it out for you if you want.

User avatar
*-=Da_Scum=-*
Private
Private
Posts: 22
Joined: Sat Mar 04, 2006 2:00 am
Location: Australia, Vic

Post by *-=Da_Scum=-* » Tue Mar 21, 2006 5:55 pm

:D :) :o well hope u get it going im looken >>>>to be playing on it hopefully u get finished and worked out soon sparliff well all my bests on u getting it going :o :) :D
Hi from *-=Da_Scum=-*

‘Scum’…™©­®
¼scum ¾tank

=<<ROX>>=

Post Reply

Return to “Map Development”