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>
160 lines
6.6 KiB
Markdown
160 lines
6.6 KiB
Markdown
# CTF Map - Map maker
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## Creating a new map
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### Youtube tutorial
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https://youtu.be/orBsC9wViUw
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### 1. Dependencies
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* Minetest 5.0.0 or later.
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* `ctf_map` modpack (by copying the folder from this game to `minetest/mods`)
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* `worldedit` and `worldedit_commands`.
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### 2. Find an area
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* Can use Minetest Game and any mapgen.
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* It must be a cube, and the barrier will be in the exact center.
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* It should be around 230x230 in surface area, but this can be lesser.
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* Feel free to modify the area to your needs.
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### 3. Select the area
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There are multiple ways do this, this is the simplest in most cases.
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* If you haven't modified the map at all, do the following to speed up barrier placement:
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* Stop Minetest.
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* Open up the world's world.mt
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* Set backend to "dummy".
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* Save.
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* Using worldedit, select the area.
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* Type `/gui`, and click `Player pos` then `From WE` and then `To WE`.
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* Check that the center location is the right place for the barrier to go.
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* Check that the bounds extend far enough.
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### 4. Place barriers
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* The barrier is a plane defined by co-ordinate (=0).
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* If you choose `X=0` the barrier will be placed having the X co-ordinate as 0. But from a few months, the `X=0` co-ordinate creates bugs and errors. It's better if you choose `Z=0` for creating your map.
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* If you choose `Z=0` The barrier will be placed having the Z co-ordinate as 0.
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* Click "place barrier". Note that this command does not have an undo.
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* After placing barriers you should place 2 flags where you want bases to be. You get flags in `/gui` --> `Giveme flags`
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### 5. Meta data
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* Set the meta data
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### 6. Export
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* Click export, and wait until completion.
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* Copy the resultant folder from `worlddir/schems/` into `games/capturetheflag/mods/ctf/ctf_map/ctf_map_core/maps/`.
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* Profit!
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## Documentation
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### Map meta
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Each map's metadata is stored in an accompanying `map.conf` file containing the following data:
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* `name`: Name of map.
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* `author`: Author of the map.
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* `hint`: [Optional] Helpful hint or tip for unique maps, to help players understand the map.
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* `rotation`: Rotation of the schem. [`x`|`z`]
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* `r`: Radius of the map.
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* `h`: Height of the map.
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* `team.i`: Name of team `i`.
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* `team.i.color`: Color of team `i`.
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* `team.i.pos`: Position of team `i`'s flag, relative to center of schem.
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* `chests.i.from`, `chests.i.to`: [Optional] Positions of diagonal corners of custom chest
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zone `i`, relative to the center of the schem.
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* `chests.i.n`: [Optional] Number of chests to place in custom chest zone `i`.
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* `license`: Name of the license of the map.
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* `other`: [Optional] Misc. information about the map. This is displayed in the maps catalog.
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* `base_node`: [Optional] Technical name of node to be used for the team base.
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* `initial_stuff`: [Optional] Comma-separated list of itemstacks to be given to the player
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on join and on respawn.
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* `treasures`: [Optional] List of treasures to be registered for the map, in a serialized
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format. Refer to the `treasures` sub-section for more details.
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* `start_time`: [Optional] Time at start of match. Defaults to `0.4` [`0` - `1`].
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* `time_speed`: [Optional] Time speed multiplier. Accepts any valid number. Defaults to 1.
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* `phys_speed`: [Optional] Player speed multiplier. Accepts any valid number. Defaults to 1.
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* `phys_jump`: [Optional] Player jump multiplier. Accepts any valid number. Defaults to 1.
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* `phys_gravity`: [Optional] Player gravity multiplier. Accepts any valid number. Defaults to 1.
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#### `license`
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* Every map must have its own license. Once you've chosen your license, simply add the following line to the `map.conf` file:
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```properties
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license = <name>
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```
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* 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.
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If you want to tell more infomation, you can use:
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```properties
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others = <description>
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```
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* If you don't know which license to use, [this list of CC licenses](https://creativecommons.org/use-remix/cc-licenses/) can help you.
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* We can only accept Free Software licenses, e.g.`CC BY-SA 4.0`.
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* 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.
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#### `treasures`
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`treasures` is a list of treasures to be registered for this map in serialized format.
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An example `treasures` value that registers steel pick, shotgun, and grenade:
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```properties
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treasures = default:pick_steel,0.5,5,1,10;shooter:shotgun,0.04,2,1;shooter:grenade,0.08,2,1
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```
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(See [here](../../../other/treasurer/README.md) to understand the magic numbers)
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#### `initial_stuff`
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`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`.
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An example of `initial_stuff` value that registers a stone pickaxe, 30 cobblestones, 5 torches and a pistol is given below.
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```properties
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initial_stuff = default:pick_stone,default:cobble 30,default:torch 5,shooter:pistol
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```
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### `screenshot`
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Every map must have its own screenshot in map's folder. It should have an aspect ratio of 3:2 (screenshot 600x400px is suggested).
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It should be named `screenshot.png`.
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### `skybox` [Optional]
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Six images which should be in map's folder.
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* `skybox_1.png` - up
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* `skybox_2.png` - down
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* `skybox_3.png` - east
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* `skybox_4.png` - west
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* `skybox_5.png` - south
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* `skybox_6.png` - north
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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`.
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Before you test your skybox images in local CTF game, run the `update.sh` file in the `games/capturetheflag/` folder.
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You can find some good skyboxes with suitable licenses at [opengameart.org](https://opengameart.org/art-search-advanced?field_art_tags_tid=skybox) or [www.humus.name](https://www.humus.name/index.php?page=Textures).
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## Editing exported map
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The easiest way to edit exported maps is the following:
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* Create a world using `singlenode` mapgen. Enable `WorldEdit` and `ctf_map` mod,
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* Go in the world's folder, create a folder named `schems`, and place the `map.mts` file inside,
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* Start the game, `/grantme all` and enable `fly` (there is no ground in singlenode mapgen),
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* Do `//1` to set the position where you will generate the map,
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* Do `//mtschemplace map` (where `map` is the name of the mts file without `.mts`).
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When you finish:
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* Place `//1` and `//2` exactly in opposite corners of map (cube),
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* Do `//mtschemcreate <new_name>` to create new edited `.mts` file. It will be saved in `schems` folder.
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