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Three new map meta fields are now available to map makers: - `phys_speed`: Speed multiplier - `phys_jump`: Jump multiplier - `phys_gravity`: Gravity multiplier |
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.. | ||
textures | ||
init.lua | ||
map_maker.lua | ||
mod.conf | ||
README.md |
CTF Map - Map maker
Creating a new map
1. Dependencies
- Minetest 5.0.0 or later.
ctf_map
modpack (by copying the folder from this game tominetest/mods
)worldedit
andworldedit_commands
.
2. Find an area
- Can use Minetest Game and any mapgen.
- It must be a cube, and the barrier will be in the exact center.
- It should be around 230x230 in surface area, but this can be lesser.
- Feel free to modify the area to your needs.
3. Select the area
There are multiple ways do this, this is the simplest in most cases.
- If you haven't modified the map at all, do the following to speed up barrier placement:
- Stop Minetest.
- Open up the world's world.mt
- Set backend to "dummy".
- Save.
- Using worldedit, select the area.
- Type
/gui
, and click "From WE" then "To WE". - Check that the center location is the right place for the barrier to go.
- Check that the bounds extend far enough.
4. Place barriers
- Set the middle barrier direction. The barrier is a plane defined by a co-ordinate = 0. If the barrier is X=0, then it will placed with every node of the barrier having X=0. If the barrier is Z=0, then it will placed with every node of the barrier having Z=0.
- Click "place barrier". Note that this command does not have an undo.
5. Meta data
- Set the meta data
6. Export
- Click export, and wait until completion.
- Copy the resultant folder from
worlddir/schems/
intoctf_map/ctf_map_core/maps/
. - Profit!
Documentation
Map meta
Each map's metadata is stored in an accompanying .conf file containing the following data:
name
: Name of map.author
: Author of the map.hint
: [Optional] Helpful hint or tip for unique maps, to help players understand the map.rotation
: Rotation of the schem. [x
|z
]r
: Radius of the map.h
: Height of the map.team.i
: Name of teami
.team.i.color
: Color of teami
.team.i.pos
: Position of teami
's flag, relative to center of schem.chests.i.from
,chests.i.to
: [Optional] Positions of diagonal corners of custom chest zonei
, relative to the center of the schem.chests.i.n
: [Optional] Number of chests to place in custom chest zonei
.license
: Name of the license of the map.other
: [Optional] Misc. information about the map. This is displayed in the maps catalog.base_node
: [Optional] Technical name of node to be used for the team base.schematic
: Name of the map's schematic.initial_stuff
: [Optional] Comma-separated list of itemstacks to be given to the player on join and on respawn.treasures
: [Optional] List of treasures to be registered for the map, in a serialized format. Refer to thetreasures
sub-section for more details.start_time
: [Optional] Time at start of match. Defaults to0.4
[0
-1
].time_speed
: [Optional] Time speed multiplier. Accepts any valid number. Defaults to 1.phys_speed
: [Optional] Player speed multiplier. Accepts any valid number. Defaults to 1.phys_jump
: [Optional] Player jump multiplier. Accepts any valid number. Defaults to 1.phys_gravity
: [Optional] Player gravity multiplier. Accepts any valid number. Defaults to 1.
treasures
treasures
is a list of treasures to be registered for this map in serialized format.
An example treasures
value that registers steel pick, shotgun, and grenade:
treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
(See here to understand the magic numbers)