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Community Maps Maps created by PR community members. |
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2009-03-20, 16:36 | #1 |
Retired PR Developer
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PR Mapping Guidelines
PR Mapping Guidelines
Updated: May 2, 2018 by Outlawz7 General PR Map Design Considerations
Map Sizes 1KM maps: - View distance should be at 400 meter minimum, 600 meter preferred. - Skirmish 16 Game Mode only. - No Vehicles. - These maps are least likely to be added to PR. 1KM maps are considered "warmup" or "seeder", these maps are not conductive to the scale of PR. Submitting a 1KM map, it would need to be of exceptional quality in order to be considered. 2KM maps - View distance should be at 600 meter minimum, 800 meter preferred. - No Fighter or Attack Jets - Heavy Attack Helicopters are discouraged, Light Attack Helicopters prefered for the 2km. - These maps are considerably better than 1km, but still not ideal for PR, the scale and pacing is not as ideal as 4KM. Submitting a 2KM map, the map needs to be of high quality in order to be considered. 4KM maps: - View distance should be at 800 meter minimum, 1000 meter preferred. - This is the ideal map size that PR is looking for. It offers a large-scale battlefield with many options and near infinite re-playability. Creating a 4KM map has the biggest chance of inclusion into PR. Kit Request Spawner Set-up You will need to add line of code into the init.con file. Without them your map will crash on load, and you will not be able to request kits etc if it did load. The best way to do this is to open the init.con of a current map that uses the factions that you wish to use. Example (see red text): Code:
rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\yourmapname\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con run TriggerableTemplates.con BF2Editor else run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\yourmapname\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con run TriggerableTemplates.con run Fields.con endIf rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- run ../../Factions/faction_init.con 1 "gb" run ../../Factions/faction_init.con 2 "ch" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera -728/24/-1075 -124.292/-2.23791/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "Woodland" else texturemanager.customTextureSuffix "Woodland" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 800 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 50 gameLogic.setDefaultNumberOfTicketsEx 16 2 50 gameLogic.setDefaultNumberOfTicketsEx 32 1 250 gameLogic.setDefaultNumberOfTicketsEx 32 2 250 gameLogic.setDefaultNumberOfTicketsEx 64 1 300 gameLogic.setDefaultNumberOfTicketsEx 64 2 300 gameLogic.setDefaultNumberOfTicketsEx 128 1 50 gameLogic.setDefaultNumberOfTicketsEx 128 2 50 gameLogic.setDefaultTimeToNextAIWave 8 gameLogic.setTicketLossAtEndPerMin 1000 gameLogic.setTicketLossPerMin 1 20 gameLogic.setTicketLossPerMin 2 20 All possible faction inits can be found in *your PR installation*\mods\pr\content\factions_server.zip\ faction_init.con Case SenSitiVitY Before final submission of your map, you need to fix any case sensitivity issues. This is so the maps are compatible with Unix and Windows servers. Specifically you need to: - rename the "Info" folder to "info" - rename the Hookers_And_Blow.desc file to "hookers_and_blow.desc" - ensure that your server.zip and client.zip archives are all using lower case; eg: not Server.zip, this needs to be "server.zip" - ensure that your map folder name is all lower case. Including the Editor folder Please provide us with the Editor folder. This must be placed in a zip. We require this because mappers come and go, but PR is an evolving beast and we will probably at some point in the future, need to make changes to the map that require regenerating lightmaps. PR Map Checklist Before submitting your map: 1. check that you have done your CP names correctly 2. you have cleaned out the .desc file and the Game Modes folder of BFEditor "lint" 3. you have resized your minimap to 1024x1024 4. your map is packaged and ready to play, tested for any CTD issues 5. you have checked that everything noted is using lower case 6. you have included an editor.zip file of your Editor folder The PR Team encourages all potential PR mappers to follow these guidelines, the closer you follow these guidelines the greater your map will be considered for release in the next version of Project Reality. |
Last edited by [R-DEV]Outlawz7; 2018-05-02 at 19:58..
Reason: Removing outdated info
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Tags |
guidelines, mapping |
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