Decide what type of map you want to make.
First maps, are usually thrown away. (Well actually they are shelved, cause game makers never throw anything a
Among other things, Dedit gives you the option of
specifying which game type a particular map will work for. This is a
great flexible feature.
THE GAMESTARTPOINT is the ubiquitous object used to start
all games. Games are defined by their properties and where they are
placed within the game resources. Are they in the right folder.
You can keep them all true. But the variety offered,
includes specifics for Class based, and regular DM, and extra options
for Hard and INsane SP levels. Take advantage of it. Look at the
sample and see how this variety was utilized by Monolith. There is much
to learn.
With the game startpoint you can set which ever character
you want for SP, but it merely represents a point in the level to
start in MP.
Start with specific weapons in SP?
Often times you want your player to have specific weapons
you need him already armed. If you want to start with a certain weapons
here is how you do it.
1.) Select your GameStartPoint.
2.) In the Trigger Target field type [NULL] or any name of a
target that doesn't exist in the level, one level designer here likes
to use SDF because it's faster to type.
3.) In the TriggerMessage filed put "msg player
(pickup_notell weaponnamehere)" without the quotes. Replace
weaponnamehere with the name of the weapon you want the player to have,
use the names supplied by the PickupObject's dropdown list. The names
are case sensitive so you have to type them right. Example:
msg player (pickup_notell Weapon_MPulseRifle)
msg player (pickup_notell Weapon_MPulseRifle;pickup_notell Weapon_MSmartGun)
The pickup_notell command gives the player the weapon the
same as if he picked it up except without the text and icon at the top
of the screen. If you would like the text and icon to appear you can
remove the "_notell" from these examples and they will work with the
telling.
SAMPLE_Maps Resources
Take advantage of what Monolith has offered you. In each of
the sample maps, You have the necessary requirements for the different
game mode. The DM version has the gamestart points, the Evac versions
has the EVAC ZONE, the OVERRUN shows how to set up the different
teams. I could explain it here. But the reality is there is no point
to reinvent the wheel. Use the nodetree to grab all the required
GAMESTUFF for the particular map you are working on. It will require
you to move the objects around, but it will assure that you have the
required objects. An EVAC MAP will not work without an EVAC ZONE. You
need specific GAMESTARTS for SURVIVOR type games. Inserting Spectators
points is important to give the expected consistency of the MP game
experience.
I'll get into this more if I get a chance. The size of
these tutorial expanded exponentially from What I had originally
planned. And even so barely represent 15% of what I know about dedit.
Time, time, there is always so little time.