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* Fix epic mistake in Map maker's README * Add YT tutorial link and place flags line * Move YT tutorial to top of the README |
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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
- 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.
- 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/
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.
license
-
Every map must have its own license. Once you've chosen your license, simply add the following line to the map's
.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)
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 .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
.
You can find some good skyboxes with suitable licenses at https://opengameart.org.
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 the.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 yourschematic
(whereyourschematic
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.