Map Making

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Contents

About:

This is going to teach you how to build custom maps for game play like the ones that the Crazy Tronners Wild Fortress uses.

What do i need to make a map:

Text Editor

I used notepad but I found out thatPSPad was a lot better with handling codes

  1. PSPad (Windows)
  2. Turbopad (Windows,Linux)
  3. ConText (Windows)
  4. Vim (Linux)

Optional Items

You also may want Armabell but it is very buggy and currently dose not work. you can design the map on Armabell, but you will still need a text editor.

Also for ellipses and circles i use General Consumption. You can also preview you maps there.


How to make a map:

Working on instructions.

The basic code layout

<!--this is a comment-->
<?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>
<Resource type="aamap" name="name" version="0.0.0" author="author"
category="fortress">
 <Map version="0.2.8">
 <Settings>
  <!--Your field setting goes here-->
 </Settings>
  <World>
   <Field>
    <!--Your field layout goes here-->
   </Field>
  </World>
 </Map>
</Resource>

This is the basic code structure to making a map.

This includes no content right now so if you were to load the page exactly as it is Armagetron Advanced will load in the default map and settings.


Saving the map


Where do I need to save it

  • Linux - /usr/share/games/armagetronad/resource/included/author/category
  • Windows - C:\Program Files\Armagetron Advanced\resource\included\author\category
  • Mac OS X - Armagetron Advanced.app/Contents/Resources/resource/included/author/category

in your code there are setting that you set and must mach up when you sove the code.

Here is the section of the code that relates to this

<Resource type="aamap" name="name" version="0.0.0" author="author"
category="fortress">

  • in the author spot rememer to put the exact name of the author from the code.
  • in the category spot rememer to put the exact name of the category from the code.

What do I need to title it

Here is the section of the code that relates to this

<Resource type="aamap" name="name" version="0.0.0" author="author"
category="fortress">

you simply save it as

    name-version.type.xml

for this one it would be

    name-0.0.0.aamap.xml

What do I need in my map


Settings

All the setting they you may set will be shown on a separate page

I am currently working on this secion

Here is a complete list of Map settings


Axes

This section of the code relates to this

  <World>
   <Field>
    <Axes number="4"/>
    <!--Your field layout goes here-->
   </Field>
  </World>
 </Map>
</Resource>

The number 4 represents the number of directions in which you can turn. 4 is the default value for this.


Spawn's or Starting Position

This section of the code relates to this

  <World>
   <Field>
    <Axes number="4"/>
    <Spawn x="700" y="1100" xdir="0" ydir="1"/>
    <Spawn x="700" y="300" xdir="0" ydir="1"/>
    <!--Your field layout goes here-->
   </Field>
  </World>
 </Map>
</Resource>

In the spawn

  • the x and y refers to the coordinates (x,y) where the team starts.
  • the xdir and ydir tell what way that you are facing
    • Instead of the xdir and ydir you can put in angle="degrees" where degrees is in degrees starting from the positive x direction.
  • Each spawn creates a new starting position

Also, when you make levels that have just two spawn points, multiple cycles will be created at them in game if more then two people join. This can be useful when making team maps (such as ones for the CT Wild Server), as you only have to make two spawn points instead of 14


Wall's

This section of the code relates to this

  <World>
   <Field>
    <Axes number="4"/>
    <Spawn x="700" y="1100" xdir="0" ydir="1"/>
    <Spawn x="700" y="300" xdir="0" ydir="1"/>
    <!--Your field layout goes here-->
   <Wall>
    <Point x="0" y="0"
    <Point x="1400" y="0"
    <Point x="1400" y="1400"
    <Point x="0" y="1400"
    <Point x="0" y="0"
   </Wall>
   </Field>
  </World>
 </Map>
</Resource>

This is the code for a wall surrounding the level, which prevents players from going on to infinity. Your level MUST have at least this type of wall, for it to be classified as a level.

NOTE:If you want a square (four sided shape) you must specify 5 wall points. If you want a 6-sided shape, then you must specify 7 wall points.

If you want to use Circles go to General Consumption. That site also works good with any polygon you just need to declare you segments. you also may have to adjust the start and end angle for some maps


Zone's

This section of the code relates to this

  <World>
   <Field>
    <Axes number="4"/>
    <Spawn x="700" y="1100" xdir="0" ydir="1"/>
    <Spawn x="700" y="300" xdir="0" ydir="1"/>
    <!--Your field layout goes here-->
   <Wall>
    <Point x="0" y="0"
    <Point x="1400" y="0"
    <Point x="1400" y="1400"
    <Point x="0" y="1400"
    <Point x="0" y="0"
   </Wall>
   <Zone effect="fortress"> 
   <ShapeCircle radius="20"> 
   <Point x="700" y="300" /> 
   </ShapeCircle> 
   </Zone> 
   <Zone effect="fortress"> 
   <ShapeCircle radius="20"> 
   <Point x="700" y="1100" /> 
   </ShapeCircle> 
   </Zone> 
   </Field>
  </World>
 </Map>
</Resource>

Above is the method of creating conquest zones for a fortress map. As well as these, you can also create deathzones and winzones:

Deathzone Code

   <Zone effect="death">
   <Shapecircle radius="10">
   <Point x="700" y="700">
   </Shapecircle>
   </Zone>

Winzone Code

   <Zone effect="win">
   <Shapecircle radius="5">
   <Point x="700" y="700">
   </Shapecircle>
   </Zone>

If you wish to tamper with the zone effects, change the Map settings


What your final map code should look like

This section is about what your final coding should look like, so you can double check before you test your map.


Free-for-all

  <World>
   <Field>
    <Axes number="4"/>
    <Spawn x="200" y="100" xdir="0" ydir="1"/>
    <Spawn x="200" y="300" xdir="0" ydir="1"/>
    <!--Your field layout goes here-->
   <Wall>
    <Point x="0" y="0"
    <Point x="400" y="0"
    <Point x="400" y="400"  
    <Point x="0" y="400"
    <Point x="0" y="0"
   </Wall>
   </Field>
  </World>
 </Map>
</Resource>

This format will have two sets of opponants (even though it is still free-for-all) facing each other like so:

  • insert a pic kyle*

The level stats are: Size: 400x400 Axes:4


Fortress


How to Test you map:

Working on instructions.


Commands:

Working on getting a list of the most used commands.


Examples


Simple free-for-all map


Simple fortress map


Free-for-all map with walls


Fortress map with walls

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