66784b72af
* Updating Changes * Giving an Example of initial_stuff * Unification * Improving English * Better English Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Adding Pistol example for initia_stuff Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Update * Update gui.lua * Update gui.lua * Update README.md * Better English Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Optional Data * Each Word Matters * Update gui.lua * Update gui.lua * Map.mts instead of only .mts * www.humus.name suggestion for skybox images Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * Update README.md * "choose" instead of "chooze" Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * small sentence * Adding missing word "is" * "the" instead of "The" Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> * removing useless sentences Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> Co-authored-by: -sniper- <47271658+JostP@users.noreply.github.com> |
||
---|---|---|
.. | ||
textures | ||
gui.lua | ||
init.lua | ||
map_maker.lua | ||
mod.conf | ||
README.md |
CTF Map - Map maker
Creating a new map
Youtube tutorial
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 clickPlayer pos
thenFrom WE
and thenTo 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
- The barrier is a plane defined by co-ordinate (=0).
- If you choose
X=0
the barrier will be placed having the X co-ordinate as 0. But from a few months, theX=0
co-ordinate creates bugs and errors. It's better if you chooseZ=0
for creating your map. - If you choose
Z=0
The barrier will be placed having the Z co-ordinate as 0. - Click "place barrier". Note that this command does not have an undo.
- After placing barriers you should place 2 flags where you want bases to be. You get flags in
/gui
-->Giveme flags
5. Meta data
- Set the meta data
6. Export
- Click export, and wait until completion.
- Copy the resultant folder from
worlddir/schems/
intogames/capturetheflag/mods/ctf/ctf_map/ctf_map_core/maps/
. - Profit!
Documentation
Map meta
Each map's metadata is stored in an accompanying map.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.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.
license
-
Every map must have its own license. Once you've chosen your license, simply add the following line to the
map.conf
file:license = <name>
-
If attribution is required (for example if you modify other's map and you have to tell who is author of the original map), that has to be appended to the
license
field. If you want to tell more infomation, you can use:others = <description>
-
If you don't know which license to use, this list of CC licenses can help you.
-
We can only accept Free Software licenses, e.g.
CC BY-SA 4.0
. -
Please know what you are doing when choosing a certain license. For example, you can read information about various licenses and/or consult a lawyer.
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)
initial_stuff
initial_stuff
are the items given to players at their (re)spawn. The initial_stuff
field is located in the map.conf
file. At least a pickaxe and some torches should be given in the map's initial_stuff
.
An example of initial_stuff
value that registers a stone pickaxe, 30 cobblestones, 5 torches and a pistol is given below.
initial_stuff = default:pick_stone,default:cobble 30,default:torch 5,shooter:pistol
screenshot
Every map must have its own screenshot in map's folder. It should have an aspect ratio of 3:2 (screenshot 600x400px is suggested).
It should be named screenshot.png
.
skybox
[Optional]
Six images which should be in map's folder.
skybox_1.png
- upskybox_2.png
- downskybox_3.png
- eastskybox_4.png
- westskybox_5.png
- southskybox_6.png
- north
You have to include skybox license in license
in map.conf
file. We can only accept Free Software licenses, e.g. CC0
, CC BY 3.0
, CC BY 4.0
, CC BY-SA 3.0
, CC BY-SA 4.0
.
Before you test your skybox images in local CTF game, run the update.sh
file in the games/capturetheflag/
folder.
You can find some good skyboxes with suitable licenses at opengameart.org or www.humus.name.
Editing exported map
The easiest way to edit exported maps is the following:
- Create a world using
singlenode
mapgen. EnableWorldEdit
andctf_map
mod, - Go in the world's folder, create a folder named
schems
, and place themap.mts
file inside, - Start the game,
/grantme all
and enablefly
(there is no ground in singlenode mapgen), - Do
//1
to set the position where you will generate the map, - Do
//mtschemplace map
(wheremap
is the name of the mts file without.mts
).
When you finish:
- Place
//1
and//2
exactly in opposite corners of map (cube), - Do
//mtschemcreate <new_name>
to create new edited.mts
file. It will be saved inschems
folder.