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Posted: Sun Oct 23, 2005 11:06 pm
by Magnus
OK, first you will need to create a .txt doc in notepad and call it arenas.txt then add the following script in it.
{
map "pro-q4dm1"
bots "sarge major razor doom visor"
longname "Reef's Map"
fraglimit 10
type "tourney"
}
1. map = identifies the map to the game engine.
2. bots = lets you set up to 8 bots to always spawn in the map with you.
3. longname = is the name evetone will see when they load the map( i.e. "The Camp Grounds" when you load q3dm6.)
4. = fraglimit is of course the fraglimit.

You can also place capturelimit here if the map is intended to be a CTF.
5. = type is where you define the game type (i.e. ffa, tourney, team, ctf.)
You will have to place this arenas.txt doc in your scripts folder when you pack the map for distribution.
Posted: Sun Oct 23, 2005 11:33 pm
by Lenard
I remember when people mapped for q3.
Posted: Sun Oct 23, 2005 11:52 pm
by axbaby
thanks for the info magnus but this applies to quake4.
Posted: Mon Oct 24, 2005 1:28 am
by Hr.O
Magnus wrote:OK, first you will need to create a .txt doc in notepad and call it arenas.txt then add the following script in it.
---/snip
You will have to place this arenas.txt doc in your scripts folder when you pack the map for distribution.
I don't have the Q4 yet, but are you sure regarding the given info?
In Q3 we had *.arena files, and there were arenas.txt files
- *.arena were for single levels (same as your arenas.txt)
- arenas.txt was used to for multiple levels in a (certain) sequence
It just doesn't sound logical to change these.
Posted: Mon Oct 24, 2005 1:34 am
by axbaby
it's done with defs apparently
Posted: Mon Oct 24, 2005 1:51 am
by Hr.O
could be they just changed vocabulary, but the idea was good, no need to change the concept
Posted: Mon Oct 24, 2005 2:34 am
by Magnus
Sorry guys. I didn'y really read all of the posts closely. I was obviosly thinking we were dealing with a map for Q3. Oops!
No wonder I didn't recognise some of the terms you guys were useing and reef wanted to call it pro-q
4dm1.
Heck I'm just getting around to converting Doom 3 .ogg sound files to .wma format....heh!
Oh, well.
Posted: Mon Oct 24, 2005 5:36 am
by Method
axbaby: Find maps.def in pak001.pk4 and look at this:
Code: Select all
mapDef mp/q4dm11v1 {
"name" "#str_107648"
"DM" "1"
"Team DM" "0"
"Tourney" "1"
"CTF" "0"
"Arena CTF" "0"
"Gametype_Deathmatch" "1"
"Gametype_TeamDeathmatch" "1"
"Gametype_Tournament" "1"
"Gametype_CaptureTheFlag" "0"
"Gametype_ArenaCaptureTheFlag" "0"
"loadimage" "gfx/guis/loadscreens/q4dm11v1"
"mp_thumb" "gfx/guis/mainmenu/thumb_q4dm11v1"
"size0" "147513049"
"size1" "147513049"
"size2" "147551181"
"size3" "508622617"
}
To set this map as a specific mode, you need to change 0 to 1.
For custom maps, you can create a stand alone def file, just name it as mapname.def.
-Method
Posted: Mon Oct 24, 2005 6:27 am
by DooMer
http://www.quake3world.com/dmr/q4dm1v2.zip
Changed quad to MH, removed a few armor shards.
Posted: Mon Oct 24, 2005 7:21 am
by reefsurfer
DooMer wrote:http://www.quake3world.com/dmr/q4dm1v2.zip
Changed quad to MH, removed a few armor shards.
ooh doomy!!
im at work now..but keep the link up so i can download it when i get back!
Thank you so much..and thx axbaby for trying. :icon30:
btw, if people join my server, will it autodownload? or do we/you have to upload it to q4files.com etc..?
I havent seen a allow download.