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- King of the Hill
- Orange Smoothie Productions
- http://www.planetquake.com/osp/koth/
-
- Map Construction Guide v1.0
- by Brandon Reinhart
-
- Technical Stuff:
-
- Making a new level for King of the Hill requires two new
- entities: the trigger_hill hill entity and the info_player_koth
- start point.
- Trigger_hill is used like any other trigger entity. Just
- make a brush where you want your hill to be and attach the
- trigger_hill. It works like a bounding box. Anyone inside
- or touching the trigger is considered on the hill. You
- CAN make multiple brush hills if your editor allows you to
- make multiple brush triggers. HOWEVER, making more than one
- brush and attaching seperate trigger_hills is a No-No.
- A player touching two separate trigger_hills at once would
- be considered on both hills...doubling his/her rate of time
- gain and causing the mod to behave in an unpredictable
- (and probably undesirable) fashion.
- Info_player_koth is, essentially, a KOTH specific deathmatch
- start. Info_player_koth and info_player_deathmatch can be
- mixed. When a KOTH game is played (using the KOTH gamex86.dll)
- the info_player_koths will be used as start points. If
- your level is loaded into a regular Quake2 deathmatch the
- info_player_deathmatchs will be used. This allows you to
- make a level with start points that are different in normal
- deathmatch than in KOTH. It also allows you to add new KOTH
- starting points to a level you might have already designed,
- without having to go to the trouble of changing it significantly.
- NOTE: When KOTH levels with info_player_koth entities are loaded
- into a non-KOTH gamex86.dll the message "info_player_koth does not
- have a spawn function" will appear multiple times. This is
- normal. It just means that the dll doesn't know what an info_player_koth
- is. It will not effect your level at all.
- Most map editors use QuakeED style header parsing to define what
- entities do what. Here are the QuakeED headers you can
- add to your editor so you can start making your own KOTH levels:
-
- /*QUAKED trigger_hill (.5 .5 .5) ?
- This is the King of the Hill "hill" entity.
- The brush to which this trigger is attached becomes
- an invisible bounding box.
-
- WARNING: Only add one trigger_hill to any level.
- */
-
- /*QUAKED info_player_koth (1 0 1) (-16 -16 -24) (16 16 32)
- potential spawning position for King of the Hill games
- NOTE: info_player_deathmatch is ignored in KOTH games.
- Use info_player_koth for starting points for a deathmatch game,
- and info_player_deathmatch for starting points during a non-koth
- game (on a non-koth server)
- */
-
- If you don't know how to use these QuakeED headers, check
- the web page for your map editor. If you have other questions
- about KOTH's technical aspects, contact GreenMarine at
- greenmarine@ittc.ukans.edu.
-
- KOTH Map Making Considerations:
-
- First of all, be creative. A hill doesn't have to be a
- traditional bump in the ground. Remember: the goal is to make
- a place that is difficult to defend while being fairly accessable.
- It should be FUN to get to the hill and FUN to stay there.
- If worst comes to worst...think like a camper. If you don't
- have any immediate ideas for a KOTH level, but you really want
- to get involved, send an email to Craig Sparks (botanika@ittc.ukans.edu).
- He's got a billion map ideas that he hasn't got around to and
- I'm sure he'd be more than happy to discuss a layout or answer
- a question.
- Second, remember time considerations. The goal of the player
- is to dominate the hill. Powerful weapons and power-ups should
- only be available at the expense of time (or the risk of exposure).
- An excellent example of this is "Plasma", the first level in the
- KOTH release. The BFG10K is just under the hill in "Plasma"...to
- get there, however, the player has to crawl through a small
- passage (which takes time) and expose himself to risk from
- railgun attacks.
- An exception to the weapon-time trade-off rule is that you might
- want to make one fairly powerful weapon or power-up available at
- the hill. This rewards the quick player and creates an incentive
- for everyone in the game. On "The Dirt Pile," for example,
- there is a red armor on the hill.
- Armed with these two pointers, go out and make a level! The ONLY
- way to get really good at level design is practice. Hopefully,
- KOTH presents you with an interesting level design challenge.
-
- Brandon Reinhart, greenmarine@ittc.ukans.edu
-
-