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MekMaps

C D Xbow

What makes a mek map?

There are a number of considerations in the design and construction of maps for MekArcade, notably to do scale and use of destructible models.

A. GENERAL

1. Setting - outdoors, any sort of terrain. In larger maps it is important to pay attention to occlusion.

2. Scale - note: the mek is basically a little bigger than a standard player, so everything else is scaled down

+Geometry - build to scale.
+Textures - these can be scaled in the map config if needed, we also have made a few to suit
+Grass - have not worked on yet
+Entities, Mapmodels etc - these are scaled down to the necessary size in the map

3. Design - really the same as other FPS

1 Successful MP maps tend to be relatively small, encourage engagement and of a few simple designs eg end to end, around a circle, with cover or goodies in middle, maze layout (but not too complex) etc

2 Spawns should be out of range of each other (mek weapons may have longer range)

3 You don't want maps that are too snipey.

4 Features that aid small, fast stealthy meks are cover, larger size map, hard to get at sniping positions

5 Using destructible building/bridges/cover can significantly change the way the map plays over time

4. Construction
There is generally a lot less construction of geometry (eg buildings made with map models) other than that follow what ever method suits you.

Lighting is really important - good lighting on a flat plain can make it look good.

5. Items
There is a health power up and an armor powerup

While the weapon items still work, they are not used.

6. Deconstruction
Buildings & other features of the map should use the mapmodels, as they are built with a 'destrucible' animation, which will use the (yet to be implemented) destructible feature of MekArcade 0.5

  1. Ammodumps, vehicles, oil tanks etc will simply explode using generic explosion
  2. Building, bridges, ice etc will collapse
  3. Signs will knockover
  4. Walls, doors and gates - not sure

B. IN THE ENGINE

You can't change these but you need to know:
1.The average speed is reduced 60-70%
2.Kamikaze effect turned on by default 3.floorcurb etc

C. IN THE MAP CONFIG

// adaptivesample 1
// aircurb 5.0 //was 25
// ambient 0x230F0F
// blurlms 2
// blurskylight 0
// bumperror 3
// causticmillis 75
// causticscale 100
// cloudblend 1.0
// cloudbox ""
// cloudclip 0.5
// cloudcolour 0xFFFFFF
// cloudfade 0.2
// cloudglare 0
// cloudheight 0.2
// cloudlayer ""
// cloudlayerblend 1.0
// cloudlayercolour 0xFFFFFF
// cloudlayerglare 0
// cloudscale 1.0
// cloudscrollx 0.0
// cloudscrolly 0.0
// cloudsubdiv 16
// edgetolerance 4
// envmapradius 128
// flarelights 0
// floorcurb 1.0 //was 5, 1 works well
// floorz 0.867
// fog 2000
// fogcolour 0x6B4828
// fogdomecap 1
// fogdomeclip 1.0
// fogdomeclouds 1
// fogdomecolour 0x000000
// fogdomeheight 0.0
// fogdomemax 1.0
// fogdomemin 0.0
// grassanimmillis 3000
// grassanimscale 0.03 //??adjust
// grassblend 1.0
// grasscolour 0xFFFFFF
// grassheight 4 //??adjust
// grassscale 2 //?? adjust
// gravity 120.0 //?have I increased this?
// illumlevel 0.0
// illumradius 0
// lavacolour 0xFF4400
// lavafog 50
// lerpangle 44
// lerpsubdiv 2
// lerpsubdivsize 4
// lightcompress 3
// lighterror 9
// lightlod 0
// lightprecision 112
// liquidcurb 10.0 //??adjust
// liquidspeed 0.85 //??adjust
// lmaa 3
// lmshadows 1
// lnblendpower 0.25
// lnjittermillis 100
// lnjitterradius 4
// lnjitterscale 0.5
// lnscrollmillis 300
// lnscrollscale 0.125
// mapauthor "CD Xbow"
// mapmusic ""
// maptitle "Shoot it out on Runway 51"
// minimapclip 0
// minimapcolour 0x000000
// minimapheight 0
// numplayers 8
// obitdeath ""
// obitlava "Burn, baby burn"
// obitwater ""
// refractclear 0
// refractsky 0
// shadowmapambient 0x000000
// shadowmapangle 0
// skybgcolour 0x000000
// skybgglare 0
// skyblend 1.0
// skybox "penguins/wrath"
// skycolour 0xFFFFFF
// skyglare 0
// skylight 0x000000
// skytexture 1
// skytexturelight 1
// slidecurb 5.0 //was 40
// slopez 0.5
// spincloudlayer 0.0
// spinclouds 0.0
// spinsky 0.0
// stairheight 4.1 //?
// stepspeed 1.0
// vertwater 1
// wallz 0.2
// watercolour 0x103060
// waterfallcolour 0x000000
// waterfog 150
// waterlod 1
// waterspec 150
// watersubdiv 3
// yawcloudlayer 0
// yawclouds 0
// yawsky 250