1 (edited by Tee Killa 2010-02-07 12:52:08)

Topic: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

Hi to everyone out there,

As the TeeWiki needs some new pages  and as I have been bored, I started making now this update from the run maps tutorial. Any moderator whose english is better then mine, should feel free to correct some of my mistakes.

For the beginning:

You should of course know the basics of mapping. If you don't know how to make a simple map, you should stop reading here, or first look here (eng.) or here (deu.).

Entities:

With the standart entites you are not able to built race maps, because 'race' isn't a standart gametype and the extra tiles aren't inclueded in the original entities. For this problem you have to download the new ones (New entities). Then go to your Teeworlds directory, to ../data/editor and replace your old entities with the new downloaded entities.

Explanation of the entities:

As you can see, there are a lot of new things. For this problem I drew a image with all new things and what they do:
http://www.imagebanana.com/img/v5okfe9h/entities_explanation.png
I hope everything is clear now with that picture.


A simple run map #1: (without teleport tiles and without unhookable tiles)

http://www.imagebanana.com/img/73y96hg/Race1.png
(Image without gamelayer)

This is like the easiest kind of a run. Everything is still hookable and there are no obstacles (like teleporters).
The tee spawns at the left hand side and his goal is to go to the right. As you can see I put a one_tee_line, from the top to the bottom of the map, with 'start tiles'. And at the end of the map, there is a one_tee_line of end tiles. So the time starts, while passing the start tiles and ends, while passing the end tiles.
Conclution: Always put 'start' and 'end' tiles into a run map.

A simple run map #2: (without teleport tiles)

http://www.imagebanana.com/img/429e5nyz/Race3.png
(Image without gamelayer)

Now I've made some changes: There are now 'unhookable tiles' where the Tee isn't able to hook at. The goal is still the same, to get from the left to the right side.
Notice: If you put unhookable tiles into your map, make sure everyone who plays the map, knows: "Ah, there are
             some unhookable tiles!". For this I took the 'generic_unhookable' tileset, which is simply meant for places where
             Tees should not hook. (-> Look at the screenshot without gamelayer)
Conclution: Put unhookable tiles, there where Tees shouldn't be allowed to hook.

A simple run map #3:

http://www.imagebanana.com/img/t5h7r5nc/Race5.png
(Image without gamelayer)

As you can see, there are still the unhookable tiles. But now as a second thing I put 'teleport tiles' onto the map. So if the tee falls/runs/jumps into a 'from 1' tile, he will be teleported back to 'to 1', which is located above the spawnpoint. So the Tee has to jump through the middle part of the map, without touching the teleport tiles, to get to the end.
Notice: You have to make every player, who plays your map clear what has this teleporting effect and what not. For this
             I took the darkest, of the three kind of shadows, and put it at the bottom and top of the map.
             (-> Look at the screenshot without gamelayer)
Conclution: Put 'from' tiles there, where a Tee should be teleported (Always with a 'to')

A simple run map #4:

http://www.imagebanana.com/img/iuos4u5/Race7.png
(Image without gamelayer)

Now, whereas the first part didn't change, I added a second part. So, after the Tee managed to overcome the first part he comes to the second part. At this second part I took the 'from 2' tiles, not that you get teleported back to the beginning. Instead he gets teleported to 'to 1'.
Notice: Put at the end of each map a row with 'death tiles'. They will kill the Tee, so he spawns at the beginning to start
             from new.

A simple run map #5:

http://www.imagebanana.com/img/uukrq2a/Race9.png
(Image without gamelayer)

You can use those arrows as 'checkpoints'. As I explaind above, you can go through them, when you walk in the direction, the arrows show. And if you use a special command in the server settings those tiles give your Tee speed.

Making a bigger map:

So, up to now, you are able to make run maps with 25 teleporters, which means a run map with 25 stages. You are free to built whatever you want, when it is possible to master the part.

Rocket launcher:

If you put a rocket launcher into your map, you can make bigger obstacles which the players have to overcome to get to the goal. You can also make high walls, where the Tee has to use its rocket launcher to get to the top. There are many things which you can do with a rocket launcher, just try it out ;)

Hosting a run server:

Go to the Race Mod thread and download the binarys you need. Copy the downloaded file into your teeworlds folder.
Then create a second file (right mouse > new > textdocument) and name it: autoexec.cfg. Write in that file:

sv_name XXXXX
sv_map XXXXX
sv_gametype race
sv_max_clients 16
sv_timelimit 0
sv_scorelimit 0

sv_bindaddr
sv_port 8303
sv_external_port 0
sv_high_bandwidth 0
sv_register 1
sv_map_reload 0
sv_teambalance_time 0
sv_warmup 0
sv_teamdamage 0
sv_powerups 0
sv_teleport 1
sv_teleport_grenade 0
sv_teleport_kill 0
sv_checkpoint_save 1
sv_strip 0
sv_regen 50
sv_pickup_respawn 0
sv_rocket_jump_damage 0
sv_infinite_ammo 1
sv_tournament_mode 0
sv_spamprotection 1
sv_spectator_slots 0
sv_reserved_slots 2
sv_reserved_slots_pass XXXXX
tune player_hooking 0
tune player_collision 0

If you want to use jumper or speedtiles you need to write three extra lines into your autoexec.cfg:

sv_speedup_mult 10
sv_speedup_add 0
sv_jumper_add 0

If you did this, you can just double click on the 'teeworlds_srv_race' and your server should be registered.

Some last words:

It really took me a while to write and make this topic and if I forgot any important stuff, please tell me. And please apologize for grammer or spelling mistakes. Hell, yeah, and I would be happy for a sticky :D

Greetings

Tee Killa

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2

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

Really nice tutorial! Its good that you explain in simple steps how everything works!! smile

3 (edited by DøñE 2010-02-07 11:28:14)

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

yeah the tutorial is really nice. But the last entitiespar with the "from x", "from y", "from/connect", etc....what are they for. I know, not for the race. Are they for the new "ctdm" mod. And when they are, how to use them? i tryied it, but i didn't come behind smile

Sry, i know, it's not the theme for this question, but i thought that i will try it big_smile

Ingame Name: //w®a* DøñE
Clanpage of //w®a*
Clanmovie of //w®a*

4 (edited by Tee Killa 2010-02-07 13:29:02)

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

They aren't used yet. I think they will be included in the next race mod version wink

//edit: You could have looked at the explanation of the entitites...

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5

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

What made you make a Race tutorial? it's already a lot of tutorials. but this one was really great, BUT! when i tried the entites, it got black bg and .bmp file. i need a .png!
how do you put in a download link for map? i made a map with this entites, but can't host it. very nice tutorial anyway.

Normal day at school than oh MY GOD YOUR ALMOST HIT BY A RANdom truck.

6

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

Shake wrote:

What made you make a Race tutorial? it's already a lot of tutorials.

There is only one Tutorial for 0.4.x, and now I updated it mostly for the TeeWiki

Shake wrote:

how do you put in a download link for map? i made a map with this entites, but can't host it.

Copy the map from ../data/config_directory.bat into ../data/maps. Then upload it, e.g. with file-upload.net and share the link with us.

Shake wrote:

when i tried the entites, it got black bg and .bmp file. i need a .png!

http://www.imagebanana.com/img/tz4dctlk/entities.png
(right mouse > save as > entities.png (in ../data/editor)

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7

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

Tee Killa wrote:

They aren't used yet.

But why do they exist...if i make an entities i only add things i will use, not things i don't need, wouldn't you?

Tee Killa wrote:

You could have looked at the explanation of the entitites...

Yeah, i have looked at the explanation, but i thought that they will already used for something...(sry wink )

Ingame Name: //w®a* DøñE
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Clanmovie of //w®a*

8

Re: [TUTORIAL] How to make a run Map - UPDATE for 0.5.x

In the next release of the rece mod they are used. Then there are infinite teleporters and much more smile

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